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Dragon Magazine Annual 5, 2000 - Text
Dragon Magazine Annual 5, 2000 - Text
Dragon Magazine Annual 5, 2000 - Text
102
35.99US S 8.5 DC A N
PLUS:
The Royal Heralds • Feyr Redux • Tavern and Shop Name Generator
Pool of Radiance Rogues • Mapmahing Tips • New Ray Spells and Artifacts
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The Best of Tales Dalamar the Dark Rebels & Tyrants: More Leaves from the
0-7869-1567-6 0-7869-1565-X Tales of the Fifth Age Inn of the Last Home
0-7869-1676-1 0-7869-1516-1
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Dragon Annual 5 FEATURES
2000 New rules, campaigns, and idea generators.
By Any Other Name (Pari One)
Sages, Shops, and Smithies.,^,,^ ,.1Q
Owen KC Stephens
Fresh Starts.*,.,,.-........18
Christopher Wilkes
Rays of Light**.,,.
Stephen Schubert
.mmm
%ri,:W. All Over the Map ...■.t.53
Michael G, Ryan ■ [ : 'I-
\ h ■
After the Dragon ♦ **♦ ■ P ir*** Ul'pp^ppp pp«f«4l4r^> I VI PPPPltPlPp . ■>»»» I4rl <1< a 444 f> ■ **■ 4.»<fp 1 p I 4f4l 4#ll4Pp4lP II44IPI4P4IIIP fO ’
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•• *?,■ • : T • vj -* f
.: •
;v EdiGreenwcodl\ [ > ' s. >-!s^ i ri
■Wri'%"-
M eh to r s. ,**.*....*...2-.2 *-*r ■70
David Chunn J
1 O 1 . Evil SchClTtOS-IPPP ..i4t>1,.'lP.<l<lifpi44P.p|.fFP.PI-< 4 4 I 4PPIW I PM I 41 lllll PH, ■«■«■ 4P1I1 I l»»,M Ml<l.*»4»tl IIP . | . » 4 ^4
Th e R oya 1 H e ra! d s ** ,*, ***,*, **** .**,.*, *, *„*. „■**,„.*, . **„ „ .****,.**** .**...82
Andy Collins
Class Combos. 90
James Wyatt
FAMILIARS
Humor, puzzlesf monsters, magic, and more.
Wyrnfs Turn...iri.....^,^,0
iris not every day that one gets to see a half- Bazaar of the Bizaar..*...28
dragon in full armor stop for an artist illustrator The Bestiary *„,..**,„**....*;.....,...32
Glenn Harrington claims that his subject refused Dork Tower.*.,.**..,,**,...*«„*■.*.,*,...,^8
to sir for the portrait, but grudgingly agreed to Dragonmirth 56
stand[ Class Acts.,*..*.*......,*....,..*...8o
Creature Godex,>,p,.„,^p^^p..„p....^...„...*.96
Though the armor was inspired by Italian Nodwick*.,*,.*.,**..,.*.I,'.**...*..96
Renaissance style, the peaceful face is drawn Rogges Gallery 108
from an ancient Ethiopian king's mask, for which Whafs New.,... 114
he was expelled from a Dallas museum after
snapping a photo,
-Peter Whitley, Art Director
5
in With the hew
ft doesn’t matter whether you thought
the millennium began last January
Group Publisher * Johnny Wilson
Publisher * Wendy Norltake
or starts next year. If you’re a D&tD
player, the new era began in August
Ediror-in-Chief • Dave Gross with the new edition of the rules.
Associate Editor • Chris Tbomasson
Assistant Editors ■ Eric Haddock, Matthew Sernelt
Even if you prefer other games, this
Contributing Editors * Ed Greenwood, year marks a huge turning point in an
Robin D. Laws, Christopher Perkins, Mike Sclinker,
Skip Williams, Ray Winnlnger
industry that had shrunk dangerously
Editorial Intern ■ Stacie A, Fiorlto since its boom years. We’re moving
from a rime when most paper game
Art Director * Refer Whitley
magazines couidn't survive, much less
Graphic Designers * Travers W Dow,
Kyle Stanley Hunter thrive, into a period in which we
expect-and welcome-some vita/ and
Circulation Director ■ Pierce Warrers
Advertising Sales Director ■ Bob Henning
exciting competition. Well even join in
Production Manager * John Dunn with some new magazines of our own.
Assistant Production Manager - Bobbl Maas
Circulation Assistant * Dawnelle Micsner f ffc ne of the great things about playing D&rD is its
Advertising Intern * Alice Chung I sheer popularity, Move to a new town, and chances
w are you’ll Find a D&tD player before someone who plays other roleplaying games.
That makes a big difference, since learning any new game takes time and effort you’d
Dragon Magazine {ISSN# 0270-5843) i$ published mcrithij?
for $34.95 par year by Wizards of the Coast, Inc., loot LIncJ rather spend playing. Even though the new version of D&tD is easier to learn and
Aw. m Reunion, WA 98055, United Stales of Amorim. teach, many people would rather use the mechanics they already know.
Periodicals Pamqo Paid ai Renton, wa, end at additional
mailing offltm postmaster: send address The dao system, the rules that form the basis of the D&tD game, also drives the new
CHANGES TO Diw™ Magazine!, PO. BOX 489107,
Star Wars roleplaying game (in stores soon). Since that game's bound to be hugely
ESCONDIDO, CA 02O4|#OtoWkSfds ot the Coast, Inc,
Ail rights reserved^ No part of this magazlno may bo popular, it already has its own magazine: Star Wars Gamer Magazine. The Star Wars
tapruducud {except for rtjvlaw purposes) without the prior
written permission of the published Material published herein game and magazine are only the beginning-several new games based on the dzo rules
doos not nocesaarlty rated the opinions cl Wizards of tie are already underway here at Wizards of the Coast, and by this time next year, you’ll
Coast, Inc., Ito employees, or Its.editorial staff, who arc riot
liable for opinions fexpraieed herald Mod product names urn be able to play any number of games and settings using the same rules you learned
tradoinarkii owned by the awnpanlos that publish Ihoso with D&tD. That’s not to say the rules for all the games are identical, but they're close
pitnJurts. Usd of tho name uf any product without inenlfori of
tmdurnark status should not be construed as a cfvaflange to enough that learning Stan Wans is a breeze if you've already learned D&tD,
such status. Wizards of the Coast; TSH; Dungeons &.
Dragc^s; Advanced Dungeons & Draoons; O&D; AMD;
Even other companies and individuals can jump on the dzo bandwagon, as the Open
Forgotten Realms; Dragqhlance; Planescafe: RAVENLSopffj Gaming License lets anyone publish dzo system games and supplements. In fact, the
BimiuLfOHr, Mvstara; Spellfike; Greykawk; Dafw Sun;
Bpeu^wmer; Al-Qadim; Councij. or- Wviiva; Masque of the first dzo system supplements were available at the Gen Con Game Fair, and it looks
Ri.d Dtaui; Mi Oomf^npium; Am mnkv; SwCDrwi., like plenly more are on the way. Titus, for anyone who knows how to play D&tD, learn¬
DAriK-MAi'i i:3i, Alien Compendium; Fir ih Aot; DUNOBQN
KU6Tefl; Player's Onon; Dtwjow; Dungeon; Polyhedron; ing another dao game is a snap. For more information on the OGL, set your browser
Umx Ctrv: Living Qheyhawk; Gen Con; RPGA are to www.opengamingfoundation.org.
trademarks ot Wizards or too Coast, Inc,
For those who demand that Dnaoon remain devoted exclusively to Dungeons &r
Slar Wars is a registered irademark of Dicasfilm Ltd, 01999
Dragons, have no fear. For dzo games other than D&rD and Stan Wars, we’ll bring you
Lucasfilm Lid. Ail rights reserved.
a completely new periodical named, surprisingly enough, dao Magazine. Watch for it
Tg'lODS, 1996, and 1998 Nintendo, Creatures, GAMEFREAK. j
ppkflmori r Jungle, Foasll.Gym Heroes, Team Rocket, Game
bundled with an issue of Dragon Magazine next summer.
Bey, Gotta catch 'em all, ancf the official Nintendo Seat are trade- f
marks of Nintendo.
£(2000 Nintendo of America.
6 annual 2ooo
You are the very first dragon slayer, a tearless hero who
Ptaysiacion
must combat the most horrific of enemies* You will
vanquish evil, marry the heroinet and continue your
heroic legacy with each new generation,You will fight as
9 brave characters in 3 action-packed story lines, and
battle to prove your worth, your might, your Dragon Valor.
a Mediterranean cruise with gaming emails turn into a veritable flood. The photocopy no larger than four letter¬
instead of showtunes? Hmm ... average number of article queries has at sized sheets* In return, well show your
The other lesson brought home during [east doubled in the two months since the brainchild to a celebrity critic, someone
the trip is that the universal constants of new Player's Handbook arrived, and we with plenty of experience in creating
gamer life ho id true overseas. Two play- expect it*H double again by the time this great fantasy worlds. Each month, well
testers in Ramstein lost patience and issue sees print. The new edition has pick four or five of the most interesting
attacked their parties just to try out the inspired a lot of new campaigns, which descriptions and print them, along with
new combat rules, and ! had to beat means more new contributors. We canT the critic's comments and his or her
down a rules lawyer in Wiesbaden, It was wait to see who the new "regulars" are a favorite entry. At the end of the year,
almost like being at Gen Con. year from now. well pick one lucky finalist for a full¬
Even if you don't have an article to blown article {not a series!) presenting
contribute, share your thoughts on the the campaign world for all to explore.
Dragon and You new game, the state of the magazine, or It could be your world.
Watching our circulation go up is great recent developments in your own cam¬ If you don't include a map, you can
in itself, but what we like even more is paign by sending a letter to "Scale Mail" send entries to scalemail@wizards.com
seeing the stream of your letters and or “Forum," If you have a superlative with the subject line "Campaign Clinic " If
player or DM, don't forget you include a map, send it and the
that you can nominate him description Together via regular post to:
or her as Player or DM of Campaign Clinic ,L/C. Dragon Magazine
the Month, with all the glory 1601 Lind Avenue S.W.
and humiliation that comes Renton, WA 98055
with it*
If that's not enough, now All Right, Go Ahead
there are two new ways you and Tell Us About Your Character
can become a part of If designing worlds isn't your thing,
McGuillotine's Dr A GON Magazin e in the maybe you'd like to see how your char¬
OVER1I00S6 coming year* While they acter design skills stack up. We've
SEVERED aren't contests in the tradi¬ tapped a few of the RPG R&tD gnomes
tional sense, you might enjoy To examine your D&tD characters and
the "prizes” they offer* show you how to get the most out of the
new skills, feats, and multiclassing. rules.
Campaign Worlds Each month, well print the criteria for
Practically every week, another round of reviews. (If you want a
someone sends us a pro¬ head start* check out the Dragon mes¬
posal for a series of articles sage board at www, wizards.com.) Until
detailing his of her campaign then, send us any ist-level character
world, which the writer along with a short paragraph describing
assures us is the Next Big your ideal of that character. "Shade is
Thing, Forget about the the ultimate bounty hunter" is a good
Greyhawk, Forgotten Realms, start, “I want a character who can track
or Dragonlaimce settings: this criminals and capture them alive" is
world is the one everyone even better, because ifs more specific.
will be playing five years Each submission should be fewer than
from now—if only The witty 200 words, including ability scores,
and handsome editors will feats, skills, and a brief description of
devote a few hundred pages what you'd like to accomplish with your
of Dragon to the authors character. Each month, well choose a
personal vision. few of the most interesting and let our
Weil, we re sick of these resident gnome show you how to make it
letters, and even more sick even better*
of turning them all down. So Send your characters to the same
at long last we re giving in *,. address, but with "Character Clinic" in
under a few conditions. the subject line or on the envelope.
Send us a very short While youVe at it, drop us a line to tell
description of your cam¬ us how you spent your summer. I hope
paign world s unique fea^ it had some gaming in it!
tures. When we say "short"
we mean liny-tike 200
words or fewer. You can
"BUSINESS WAS SLOW, SO I also include a map of the
BOUGHT INTO A FRANCHISE."
world, but if should be a
Dave Gross • Editor-In-Chief
ft annual 2ooo
_
Servant of the Shard
R./V. Salvatore
The New York Times best-selunc
author of The Spine of the World
The dark elf Jartaxle is bent on becoming all-powerful
He gets his greedy hands on the Crystal Shard, but
soon the evil artifact's demonic force overcomes him.
His assassin compatriot, Artemis Entreri, tries to
help him break free, but the dark power of the
i Shard is too mighty. With time running out,
| they must seek help elsewhere.
UNFORGETTABLE ADVENTURES
by Owen K.C. Stephens
Both sections of this article can be used to generate the name of a locationf such as a shop or tavern.
The first part; Sages, Shops, and Smithies, uses a method that generates the type of place first, followed
by the name. The second section, Taverns, generates the name before the type of establishment
Both methods can be used to generate an interesting name. Using the Taverns section first might
Inspire you to create a place you hadn't thought of before, just because it has an interesting name.
Using Sages, Shops, and Smithies allows you to come up with a random establishment on the spot.
Sages, Shops, and Smithies dozens of shops from scratch every For example, a DM finds she needs
Almost every group of adventurers time a party of adventurers enters a the name of a smithy the PCs have
eventually comes back to town. new Town. With the help of these name found by the edge of the road. She
Whether the PCs seek to learn from the generators, that won't be a problem. decides to roll on Table C, getting a 6.
local alchemist, repair their armor after The following six tables (A-f) cover This leads her to roll once on Table 4
a long dungeon-crawl, or merely need a different types of businesses, such as and once on Table j. Doing so, the DM
place to buy additional supplies, adven¬ markets, shops, and stores for wizards determines the smithy is named Broken
turers need a selection of shops, crafts¬ and sorcerers. Whenever a DM needs a Beggar's Forge, If the DM doesn't like
men, and sages. Whenever a DM tells name she can roll on the appropriate that name, she can re-roll on just Table
the players their characters have found table to generate it. Each of these tables 4 or just Table 7 (perhaps producing
such a place of business, the players includes directions to roll on one or Beggars Forge or Broken Knights
respond all too often with the question, more of the numbered tables (1-8). If a Forge), or she could start back at
"What's it called?'' DM doesn’t like a particular name, she Table A.
Naming every business the PCs come can either make some changes or re-roll. Some shops, smithies, and farms are
across might seem like a needless chore, There are three methods for rolling named after a local or mythic figure, or
but it can add to the sense of reality on each of the numbered tables. The a creature or object associated with the
That some players crave. Rather than first is designed to generate names that figure (such as a magic shop named
simply going to an unnamed wayside are more gnome or dwarven in sound. Mordenkainen’s Hound). Since these
farmer's market, players who find their The second method creates elven or fey figures vary from campaign to cam¬
characters standing outside The Rats sounding names. The third Is the general paign, no such entries are provided on
Apples might well ask themselves if method and should be used when no any of the following charts. However,
they d rather hunt in the woods for their particular flavor of name Is desired. If the DM should always feel free to
provisions. Similarly, a fighter who the DM has name generators for other insert such a figure into an establish¬
needs some weapons repaired might races (such as "By Any Other Name: ment's name. Generally no more than
prefer the Crossed Arms Smithy to the Elves” in Dragon #251), he might even one in ten establishments is named
Iron House. It’s probably too much to wish to translate such names partially or after a legendary person or object.
ask a DM to come up with names for wholly into another language.
1o annual2ooo
How it Works Table A: Table D:
First roll on Table A and follow the FARMS AND MARKETS MERCHANT SHOPS
instructions given. For example, rolling Roll idio Roll id8
a V on a id 10 leads you to roll once on
Table Si to generate the first word of Table Sr Farms \ The Table Sis Table $6
the name, then once on Table Sz to
generate the second word, then add the The Table S7 's Market z from Tabic SB (s) to
Tabic SB (s)
word “Farms” to the end, yielding a The TableS/ ’s Table. S8_
resuil such as "Drunken Goaf Farms” &f Table SB 3 Traders Table ss
Table B: Table E:
LIBRARIES, SCHOLARS, AND ALCHEMISTS, SAGES,
MAGE SUPPLY STORES AND SPELLCASTERS
Roll id8 Roll id 8
Table C: Table F:
SMITHIES AND ARMORIES I GENERIC BUSINESS NAMES
Roll idio Roll idio
S4 S5 S6 Sio Si 1 S12
Table G: Table T2: Table Jt.
mm® ADJECTIVES
Roll ldioo
PEOPLE
Roll idioo
Roll idao
1-2 Wet 73"75 White 3 Clan 20 Moor 1-2 Lamp 51-52 Hammock
3"5 Half 76-78 Royal 4 Guild 2! Grove 3-4 Barrel 53-54 Tun
6-7 Red 79-81 Green 5 Keep 22 Court 5 Ale 55 Cobblestone
8-10 Secret 82-84 Wooden 6 Camp 23 Palace 6-7 Horn 56-57 Broom
11-13 Black 85-90 Roll on S?2 7 Bailey 24 Garden 8-9 Earth 58-59 Cart
14-19 Roll on $11 91-93 Blue 8 Bridge 25 Forest 10 Nail 60-62 Roll on Sg
20-21 Short 94-96 Ancient 9 Gate 26 House !i-i2 Arms 63-64 Board
22-24 Buried 97-100 Mystic 10 Castle 27 Lodge 13-14 Cleaver 65 Skull
25-27 Qray 11 Donjon 28 Vale 15 Anvil 66-67 Crown
28-30 Crossed 12 Ford 29 Meadow 16-17 Mug 68-69 'Lily
31-33 Honored !3 . Balcony 30 Coliseum 18-24 Roll on Sg 70 Star
34-36 Broken >4 Abby 25 Rock 71-72 Rod
37-39 Fireside ’5 Home 26-27 Boot 73-74 Crystal
40-42 Yellow 16 Room 28-29 Stone 75 Sun
43-45 T™ <7 Dale 30 Cork 76-77 Oak
46-48 Three 18 Barn 3T"32 Miter 78-79 Flute
49-51 Four '9 Galleon Anchor 80 Acorn
33-34
52-54 Five Fire 81-82 Air
35 '
55-57 Burning Basket 83-84 Staff
36”3 7
58-60 Frozen Book 85 Harp
3^ 39
61-63 Ashen 40 Coal 86-93 R<?| on Sg
64-66 Sweet 41-42 Bell 94 Rose
67-69 Hidden Bottle 95-96 Ring
43-44
70-72 Shining Caindle 97 Wand
45
46-47 Ash 98-99 Moon
48-49 Cup 100 Elm
50 Water
2 annual 2ooo
Table $7: Table S8: Table Sg:
PEOPLE FOOD ARMS AND ARMOR
Roll id8+3 for dwarves, Roll idto for dwarves, Roll idio for dwarves,
idio+30 for elves, otherwise 4dm id8+m for elves, otherwise idzo idio+io for elves, otherwise 1820
mmmmmSMmm
by Christoper West
14 annual 2ooo
Table Ta: Table Table T6:
CREATURES WEAPONS I ITEMS
Roll idioo Roil idioo Roll idioo
18 annual 2ogo
POOF
WE’RE NOT IN KANSAS ANYMORE GARDEN VARIETY HEROES A SURPRISE PARTY
Market day takes an exceptional turn The PCs run afoul of a sorceress who It’s a quiet night at the lavern, The PCs
when a bidding war between wizards turns her problems into decorative gar¬ are almost alone in the common room.
erupts into a magical duel While den statuary. Centuries later, their old Just as they lift tankards for a toast to
everyone is scrambling for cover, a enemy is long gone, and the manse now auspicious beginnings, a bright purple
spell engulfs the characters and a push¬ belongs to another mage. His taste in Sight floods the common room, A hole
cart or two. Stranded in an unknown statuary is different, and he reverses in the air above their table loudly tears
land, ignorant of the local language, and the spells because he has a mission open, and howling kobolds in dark
perhaps missing some equipment, the for them: cowled robes wielding blackened silver
group faces a rocky road. The PCs will “Your services will pay for the spells I knives begin jumping through. They
hope there is something good in those used to bring you back,” he says. “Now leap in three and four at a time until at
pushcarts. get cracking, and mind you don’t leave least a score are present, all screaming
any pigeon droppings on the rugs!" and attacking everyone in sight.
Regardless of the outcome of the
THE TWILIGHT TOWER melee, the jagged hole In the air does
not go away. It continues to emit a
The PCs awake in a large tower that glaring purple light, a strange spicy-
stands alone amid a dreary marsh. They smelling mist, and whatever else tickles
have amnesia yet retain skills, feats, the DM’s fancy.
spells, and abilities—but no personal
knowledge, not even of each other.
Suitable equipment for each PC is pres¬
ent, as are provisions for several
months. If they leave the tower, they
feel nauseous, and the farther they go
the worse it gets. In the floor of the
tower's lowest basement is a large and
heavily barred trap door.
/. THE GREAT ESCAPE
J
The PCs are prisoners chained together
L
9. NIGHTMARES
MYSTERY
c 16. THE FUGITIVES
D
over 20 leagues away, only to see the Each PC receives a token of proof that
l/. THE FORBIDDEN ZONE abductors aboard a boat already someone knows about a very embar¬
underway. Then the portal-the only rassing or deadly secret in their pasts.
During a trip by stagecoach, the PCs way home—winks out of existence* Let the players each decide their PCs
and their fellow travelers are suddenly secret. Arriving singly at a clandestine
paralyzed. Large apes appear and begin
C
pay-off meeting with the blackmailer
carrying off victims one by one. When IQ. MURDER MOST FOUL (or possibly an ambush), the PCs dis¬
only the PCs remain, bright flashes and cover a body with a stiletto In its back*
the sound of combat come from out¬ The PCs are all investors in the Blue
side the coach. The paralysis wears off, Yonder mine. One by one, all the other
but there is no sign of the other travel- investors have died in suspicious acci¬
ers, the abductors, or their foes. dents. The group should rejoice, for
2o annual 2ooo
Raised by
Savior,
DESfiriED to
Destroy
Pkepare for. An
ORjGinAL Epic--
FAntASY RPG.
CorninG in 2000
i
r “v- ' , > . / ,
t - volition
-
1 ' i '-
. ' ^Wi|^rjb^^®l:Vdltii3nr Inc. PuhBsiied exdui ply hjrmb int Summa usi. flirStuniWBiM logo, Voflcidp &f v$$wr. fat':: _ *
THG.%) V^-TjQfog?sreTfaderca'jiS *rd l nr registered (tarismarte< 'THG lii:'. AH rights ra>veK PiaySiatiun and [he Piav3taitfrfi{r|og a! ?i,sj& fHjSiwips gf Sony t&mputer Enieriairitfishi: rnd.
by Stephen Schubert • illustrated by David Day
22 annual 2ooo
thing is written in Elven except where opening. Instead, the expectant reader dragon allegedly waylaid the tome's
the arcane language is used. The books must intone, "Meldar the Great?” courier. The third copy, whose contents
each have exactly 91 pages, with 80 phrased as a question—a bit of a joke on are presented here, was passed from its
pages of spells and 11 pages of notes The part of Helvarian. Once the words wizard owner to his apprentice, then to
detailing ray spells and how to enhance are spoken, the lock opens with a click. his apprentice, and so on. It is well worn
them. Holding each book closed is an It is believed that one of the copies from two hundred years of use.
intricately designed lock made of gold was destroyed during a failed attempt to
and elven steel. The lock, however, is a defeat Meldar. A second copy never
ruse and has no mechanical means of made it to its destination, as a red
24 annual 2ooo
for Servant of the
and hobby stores
Alt; trademarks., including-a H character names and their distinctive.liken esses, are property of Wizards of the Coastline. ©20CIG Wizards.
Casting Time: One action Ray of Weakness
Range: Close (25 ft. + 5 f\Jz levels) Necromancy KEW FEATS
Effect: Ray Level: Sor/Wiz 4
Duration: Instantaneous Components: V, S Feat Type Prerequisite
Saving Throw: Will negates Casting Time: One action Ray Burst Metamagic
Spell Resistance: Yes Range: Close (25 ft. + 5 Ft,/2 levels) Ray Coning Metamagic -
When this ray successfully strikes, it Effect: Ray Ray Extension Metamagic ~
creates a sensation of many tiny Duration: See text Ray Focus General ~
insects biting and crawling on the vic¬ Saving Throw: Fortitude half Ray Splitting Metamagic
tim's body. The target can attempt a Spell Resistance: Yes
Will save each round to shake off the A dark ray drains the strength of its Ray Burst [Metamagic]
effects. Until the spell is shrugged off, target, if a successful ranged touch You change the effect 0? a ray spell to
the victim is hampered by the unsettling attack is made. The target suffers 2d6 a 30-foot radius burst centered on
feeling of all the stinging and biting and points of Strength damage +\ per two yourself.
is staggered, able only to perform a caster levels, to a maximum of 2d6 + Benefit; A ray burst hits aft targets {friend or foe)
within 10 feet. Targets within 30 feel are allowed a
partial action each round. The victim 10 at 20th level If the larget succeeds
Reflex save 10 avoid the bursi. Any targets, that do
also suffers a -2 penalty to AC, If the at a Fortitude saving throw, she takes not avoid the effect are treated as if they were hit
victim attempts to cast a spell, she must only half damage. by the ray spell. Any target with 100% cover with
succeed at a Concentration check with respect to the caster is nol affected. A ray burst
a DC equal to the sting ray's DC + the Ray of Deanirciafion_ spell uses up a spell slot three levels higher than
the spell's actual level.
level of the spell the target is attempt¬ Abjuration
ing to cast So, if a 6th-level sorcerer Level: Sor/Wiz 4
with a 16 Charisma casts sting ray on a Components: V, S Ray Coning [Metamagic]
wizard casting a fireball, the Casting Time: One action You expand a ray spell to a 30-foor
Concentration check DC is tg (16 [sting Range: Close (25 ft. + 5 ft./2 levels) cone.
ray DC] + 3 [fireball spell level])* Effect: Ray Benefit: All targets in the area of effect receive
Reflex saves to avoid the effect, but are otherwise
Material component; four dried sting¬ Target: One construct
affected as if they were bit by the ray spell. A
ing insects (bees, spiders, and so on). Duration: Instantaneous coned ray uses up a spell slot two levels higher
Saving Throw: Will half than the spell's actual level.
Greater Disrupt Undead_ Spell Resistance: Yes
Necromancy This ray interferes with magical anima¬
Level: Sor/Wiz 3 tion, degenerating the magic bound Ray Extension [Metamagic]_
Components: V, S within constructs and effectively caus¬ You maintain a ray spell for an addi¬
Casting Time: One action ing damage. With a successful ranged tional round.
Range: Close (25 ft. + 5 ft./z levels) fouch attack, the ray causes id6 points Benefit: When the extended ray spell is cast, you
can use your next action lo attack with the same
Effect: Ray of damage per caster level lo con¬
ray. You can designate either a different targei or
Duration: Instantaneous structs, to a maximum of iod6. the same target. A successful ranged touch attack
Saving Throw: None is required for the second target. If any other
Spell Resistance: Yes 5TH-LEVEL SPELLS actions are taken, or the spell is disrupted before
This spell works as the cantrip disrupt your next action, then you lose The extended spell
(though any previous effects remain). An extended
undead, except that this ray causes td6 Ray of Entropy __
ray uses up a spell slot one level higher than the
points of damage per caster level to Necromancy spell's aciual level
any undead, to a maximum of iod6. If Level: Sor/Wiz 5
part of the damage is sufficient to Components: V, S
destroy the first undead, then the ray Casting Time: One action Ray Focus [General]
continues through that target to strike Range: Ciose (25 ft. + 5 ft/2 levels) Your ray spells are more effective than
at any undead behind. This process Effect: Ray normal.
continues until all damage is dealt. The Duration: 1 minute/level Benefit: Add +2 to the DC for all saving throws
against all ray spells that you cast.
caster must succeed at a separate Saving Throw: Fortitude half (see
Special: The effects of this Feat stack with the
ranged touch attack for each target. text) effects of the Spell Focus feat.
For example, a 5th-levef wizard casting Spell Resistance: Yes
greater disrupt undead at a group of With a successful ranged fouch attack,
zombies succeeds at his ranged touch a ray of negative energy consumes the Ray Spotting [Metamagic]
attack and deals 18 points of damage. life energy of the target, making the You can attack three adjacent targets
The first zombie has only 16 hit points, target weaker, slower, and less healthy. with a ray speli.
so the zombie behind it takes the last 2 The target must make a Fortitude sav¬ Benefit: A split ray can hit three largets. A success’
points of damage if the caster succeeds ful ranged touch attack is needed for each target,
ing throw if the caster succeeds at a
and each roll incurs a -4 penalty to Hit, A target
at another ranged touch attack. ranged touch attack. If the saving throw cannot be at lacked more than once with a given
fails, the target suffers a -4 effective spell. A split ray uses up a spell slot Iwo levels
decrease to Strength, Constitution, and higher than the spelts actual level.
Dexterity for the duration of the spell.
26
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MASTER SMITHS
by Christian Paul McLeod • illustrated by Amie Swekel
I f magic remains a mysterious and rarely-mastered force,
then enchanted weapons are undoubtedly few and far-
meteoric iron are welt known for their use in weapons and
armor, and other materials such as silver are known to be
between. A 11 fongswordbecomes a major find, and special particularly effective against certain creatures.
weapons like keen or flaming short swords or a +2 fongsword
bane vs. giants become once-m-a-lifetime acquisitions—The
DfrtD campaign equivalent of Excalibur. NEW METALS AND MATERIALS
Of course, player characters always search for any advan¬ Campaign worlds'are vast, and the secrets of new metals
tage in combat. The scarcity of magic weapons inspires that can be used to forge unique weapons are just waiting to
weaponsmiths to hone their skills in creating weapons of be found. These secrets mighl be held closely by dwarven
exceptional quality, or to experiment with alloys or technolo¬ forgers deep underground, or they might be discovered by
gies to create more powerful weapons. Adamantine and an alchemist on accident.
Other characters might call upon their nonhuman allies to
1ABLE I: WEAPON MODIFICATION COSTS share the secrets of eiven steel or the dwarven "oreslayer”
Modification Bonus; notes Market Frice metal suggested in the City of Ravens Bluff accessory.
Lenaer wood -25% weight, +10 gp per Conversely, they mighl lake on the research for new "super-
■ho ft, to range incre¬ pound of items metals" themselves,
ment for ranged weapons normal weigh I’
Mindsteel +4 to Will saving throws +9000 gp LENAER WOOD
vs, mind-influencing Eiven smiths turn to their forest homes to make use of unique
effects; weight increased woods in their weapons. Lenaer trees (easily identified by their
by 55%; less-effective swirling gray bark, sweet sap, and thick veined leaves shaped
AC bonus (normal bonus
iike seven-pointed stars) are the only source of this special
^e), armor check penalty
wood. Lenaer wood is pale and extremely light (akin to balsa
increased by one
wood), and it is often used by elves for simple artistic carving.
Vakar +266 damage to elves +8,000 gp When properly cured, however, lenaer wood is extremely
"Breakaway" reduced carrying size; +1,000 gp durable while remaining lightweight. Weapons of lenaer wood-
weapons threat on natural typically staves and bows—weigh 25% less than ordinary
20 only weapons. Ranged weapons such as spears and arrows con¬
Copper- weapon damage idS, +4,500 gp structed of lenaer enjoy a 10-foot bonus To their range incre¬
a dam an tile alloy idio, or idi2: +1 damage ment. For example, the range increment of a shortbow
Slug crystal* -25% weight +50Q gp shooting linear arrows would be 70 feet instead of 60 feet.
Lenaer wood adds 10 gp per pound to the cost of items
Quicksilver/
1 iron-filled 2 +2 to damage +5,000 gp made with it, using the item's normal (non-lenaer) weight as a
guide, A quiver of lenaer arrows costs 31 gp, for example.
1 Ranged weapons crafted of Shis material are ruined after one use. Melee weapons are
somewhat more durable, but each successful hit in irieJee r.nmbur leaves a significant
notch, dent, or similar imperfection and reduces the damage modifier by 1 {to +1, u, -1,
MINDSTEEL
arid 30 01a}. Any bit that inflicts no damage as a result of these modifiers indicates that Miners might run across the extremely rare mokklor or
the weapon has shattered and is beyond repair. “mindsteef" metal. !l is a soft, dull-gray metal sometimes used
p Maces, morningstars, hammers, and other items with larger striking areas remain the in the construe lion of armor. Mokklor resembles lead and
easiest to construct, and receive the full +2 damage bonus. Items such as swords or
shares many of that metal’s physical properties (including a
bailleaxes require much greater skill Imposing a -10 penalty lo a weaponsmiths roll to
create such an item. Furthermore, I he limited volume of material that can be used to fill low melting point and extreme malleability). Armor formed of
such a weapon limits the damage bonus to n. Small items like daggers and arrowheads mindsteef weighs 25% more than normal (Increase the armor
cannot bo created using l his process.
check penalty by one,) It offers less of an AC bonus (by two)
28 annual 2ooo
Duriand’s Armor
compared to steel armors of the same
type. For example, mokklor full plate
offers a +6 armor bonus instead of the
normal +8, weighs 62 pounds instead of
50 pounds, and has an armor check
penalty of -7 instead of -6. The benefit
of mindsteel armor is that it naturally
dampens mind-influencing effects tar¬
geting the wearer. Mindsteel provides
the wearer with a +4 circumstance
bonus to Will saving throws vs. such
effects.
VAKAR
Enterprising adventurers who probe
the depths of the dwarves' mountain
homes might come across a vein of
vakar. This durable bluish-black metal
can withstand extreme heat during the
tempering process and exudes a
strange oil. Weapons made with vakar and lovingly crafted a suit of intricate elven forces and single-handedly
metal receive a +1 bonus to damage. full plate. defeated dozens of the finest elven
Furthermore, The oil exuded by vakar is Durand’s Armor is sized for a human warlords (one for each hash mark on
causTic to those of pure elven blood, female and is engraved with intertwin¬ the blade). When the elves and the
raising painful welts and dealing +2d6 ing vines laden with lilies. When Isabel dwarves finally united against the com¬
points of damage to elves. returned from her exploits years later, mon threat of a goblinoid invasion,
she was the sole survivor of an attack Xenos’ army turned on both races to
by mind flayers and credited her "lucky side with the goblins. The forces of evil
armor" for her safe return. were ultimately turned back, and the
The gray metal the dwarves provided traitorous general was killed and his
The following items have been created was actually mindsteel, and that metal's weapon lost during the pitched battle.
using materials like these, combined properties enabled Isabel lo survive the The metallic part of the axe con¬
with advanced techniques in weapon illithid attack that claimed her compan¬ stantly seeps a clear, odorless oil that is
construction. Although each provides ions, The alloy developed by Roman was corrosive to elven skin. Merely touch¬
bonuses in combat, these bonuses are unique and as durable as regular steel- ing the oil causes painful burns and
due solely to exceptional material or eliminating the penalty to Armor Class blisters, while wounds inflicted with the
workmanship rather than enchantment. normally associated with mindsteel weapon burn fiercely.
armor-but the impurity of the mindsteel Leafcutter provides a +1 bonus to hit
DURAND’S ARMOR affected the psionic properties of the as a result of its exceptional balance
Roman Durand was a human armor- metal. Thus, Durand's Armor has an and edge, it is forged of vakar alloyed
smith of unsurpassed skill; the dwarves armor bonus of +8 but provides only a with silver, and retains the effectiveness
of the nearby mountains considered +2 circumstance bonus to Will saving of both metals. Because of the vakar
him an honorary dwarf in appreciation throws vs. mind-influencing effects. metal, Leafcutter also receives a
of his talents. When Roman's daughter Market price: 11,800 gp bonus to damage. When attacking elves
Isabel expressed a desire to seek (not half-elves), Leafcutter inflicts an
adventure, Roman resolved to create a LEAFCUTTER additional 2d6 points of damage. The
suit of armor that would protect her Leafcutter is a battleaxe forged of an vakar-salver alloy is called "vereef by
even away from home. He persuaded unusual bluish-silver metal with a per¬ the dwarves, and it is as effective as
Isabel to postpone her departure for a petually oily sheen. The haft is carved pure silver against creatures wilh an
year, asking the dwarves to train her from the ihighbone of a fire giant, and intolerance For that metal.
with the battleaxe and crossbow while the grip has been wrapped with a fine Market price: 11,315 gp.
he worked on a masterpiece. steel chain. Minute etchings along one
Roman’s dwarven friends provided of the axe's double edges appear lo be EWARD’S SWORD
the smith with several bars of dull gray runes, though closer inspection reveals The warrior Eward (a 7-foot beast of a
metat that they had unearthed in an that they are merely a series of hash man from the wicked berserker tribes
ancient dwarven temple. They sus¬ marks: There are forty-seven in all. of distant badlands) was the failed proj¬
pected the metal had special properties The weapon was forged centuries ago ect of several ambitious priests of the
and invited Roman to use it when con¬ during a heated war between the elves god of justice. The priests lured Eward
structing his daughter's armor. He and the dwarves. H was presented as a to their city with promises of rigorous
alloyed the dwarven metal with steel gift to the human general Xenos, who warrior training and glorious battles to
and a small amount of gold (for color), led his mercenary army against the come. They had intended to educate
29
be scraped away, heated to a low melt¬
ing point, and used as a lightweight sub¬
stitute for some metals. The items
produced are a rich golden color and
capable of holding an edge, lhough they
are somewhat brittle.
Lowri used lenaer wood to craft the
shafts of the arrows, so these missiles
increase the ranges at which they can be
accurately fired as described above.
Such arrows also receive a +1 bonus to
attack rolls, as the length and aerody¬
namic nature of the fletching and arrow¬
heads increases the arrows’ accuracy.
Marker price: 63 gp per 20 arrows
REJAVIK
Created by the legendary dwarven
smith Athdar Steelbreaker, Rejavik is a
warhammer, surprisingly light for Its
Eward, augment his considerable hit on a natural so, though if is still sub¬ larger-than-normal size. The haft is
combat skills with the finest fencing ject to a feat (such as Improved Critical) carved of black wood, half again as long
instructors available, and present their and spells (such as keen edge) that and thick as a standard warhammer. The
"converted” paladin to their superiors. affect critical ranges. head itself is twice normal size and con¬
Ultimately, their project failed. Eward The exceptional quality of Eward's structed of iron. Thick leather wraps the
learned as much as he could from the Sword provides a +1 bonus to attack lower half of the haft, and beneath
priests and the half-dozen swordsmen rolls. The green metal used to create these wrappings runic carvings identify
hired to train him. When he felt they had the blade is an alloy of adamantine and the weapon s name and creator, it
nothing more to offer, Eward fumed on copper its exceptional temper provides weighs no more than an ordinary
the priests, sacking their temple and a +1 bonus to damage. It rakes a full- warhammer (8 pounds).
leaving the city to become one of the round action to assemble or disassem¬ The head of the hammer is actually
most feared mercenaries in the land. ble the sword. crafted of two separate pieces, expertly
Like his clansmen, Eward was highly Marker price: 4,850 gp. joined so that the seam can only be
suspicious of magic, but he wanted a detected with a successful Search skill
superior, even unique, weapon. When LOWRrS ARROWS check (DC 25). The head is hollow and
he had amassed a small fortune as a In the annals of elven history, there the cavity is half-filled with a mixture of
hired sword, he commissioned a special might be no greater archer than the iron filings and quicksilver. The ham-
non-magic weapon from an aging dark warrior-maiden Lowri. Though she is mer’s unique design enables the wielder
elf who lived as a hermit in the moun¬ remembered for her considerable skill, to deliver blows of incredible might.
tains of the north. The drew weapon- she is also known for the unique When Rejavik is swung, the quicksil¬
smith created an immense greafsword arrows she created. ver and iron filings fill the upper por¬
for Eward, a blade of sickly green metal Lowri’s arrow shafts are crafted tion of the hammerhead, increasing the
with a hilt of blackened steel The pom¬ from pale wood that is lightweight and speed at which the hammer is swung
mel consisted of a large bloodstone, and sturdy, while the arrowheads appear to through the air. When the hammer
the crossguards resembled muscular be crafted from honey-colored amber. strikes, this mixture is flung forward,
arms culminating in grasping claws. The The arrowheads are thicker at the base filling the front half of the head and
weapon could be disassembled and car¬ than most but taper to razor-sharp ser¬ increasing the impact of the blow,
ried in a special case that appeared to rated edges and a lethal point. The granting a +2 bonus to damage.
house a simple lute. The sword is fletching of the arrows is nearly twice Market price: it6oo gp.
designed to broken down into four as long as one would expect and
pieces: The blade separates halfway crafted from thin, nearly transparent
along its length into two interlocking segments of the same material used in NEW CREATIONS
sections, and the bloodstone pommel the arrowheads. Many of the modifications described
unscrews to permit the grip and cross- The materia! lowri used to create the above can be incorporated into other
guards to detach and slide away from fletching and arrowheads was harvested weapons. The costs appear on Table 1:
the fang of the blade. The sword is from a nest of blind cave slugs. These Weapon Modification Costs. All cost
expertly designed and precisely creatures are 6 inches long and unintel¬ modifiers are cumulative, so a master-
counter-balanced to protect the delicate ligent, but reasonably friendly (as slugs work longsword created from slug
mechanisms that hold it together-but go). Thick trails of crystallized golden crystal and filled with quicksilver and
the sword still suffers in combat. slime coat the floor, walls, and ceilings iron filings has a total cost modifier
Eward’s sword only threatens a critical of the slugs' nest, and this material can of +5,800. ^
3o annual 2ooo
^active, Devetoffed by Cryo Interactive. The
and
*t> Interactive Software the Take Two fo-ac
are properties of their respective owners. Wi
by James Jacobs illustrated by Paolo Parente
32 annual 2ooo
I
34 annual 2ooo
KURGE
Medium Undead
Hit Dice 6di2 (39 hp)
1
Initiative +4 (Dex)
: TtSpeed 30 ft.
AC 17 (+4 Dex, +3
natural)
Attacks 2 claws +7 melee or 6
slams +5 melee
Damage Claw id6+3; slam id4
Face/Reach 5 ft. by 5 ft./5 ft.
Special Constitution damage,
Atficks disease, anatomic
separation
Special Particle cloud, feather
Qualities fattf fast healing 1,
undead immunities
Saves Fort +2, Ref +6, Will +6
Abilities Str 16, Dex t8, Con
Int to, Wis t2, Cha 14
Skills Climb +9, Escape
Artist +4*, Hide +to,
Move Silently +io,
l
Search +6
J Feats Multiattack, Combat
Reflexes
* When anatomically separated the
kurge receives a +iq bonus to
Escape Artist checks.
Climate/Terrain Any
Organization Solitary or gang (2-5)
Challenge Rating 6
Treasure Half standard goods or
items
Alignment Always chaotic evil
Advancement Range 7-12 HD
(Medium-size)
reduced to o, at which time the body id3 points of damage per round from
parts drop To the ground and rapidly this cbud. mind-influencing effects, poison, sleep
rot away. Magical forces prevent the Feather Fall (Sp): Although their paralysis, stunning,
body parts from being disassociated means of locomotion might resemble subject to critical hits, subdual
and taken from the square the kurge flight, it is actually a form of levitation ability damage, energy dram, or
occupies. Grapple attempts against that allows horizontal motion. A kurge from massive damage.
separated kurge parts are treated as always remains no more than a foot off Skills: A kurge gains a 4-10
though made against a huge creature. the ground. A falling kurge is protected Escape Artist checks when its
Particle Cloud (Su): When a kurge’s by a continual feather fall effect. separation power is active.
anatomic separation power activates, Fast Healing (Ex): A kurge heals dam¬
hundreds of tiny bits of bone and age very quickly at the rate of 1 hit point
leathery Flesh explode off of the per round. If this returns the kurge to
kurge’s body, surrounding each body full hit points, its body parts instantly re¬
part with a stinging swarm of whirling attach. This healing ceases once the
decay. Anyone in melee combat with kurge is brought to o hit points.
a separated kurge automatically takes
35
T ypically 12 to 14 feet tall.
The exact appearance of one
destroying themselves in a fit of
suicidal rage, but a few wandered off
rogue eidolon differs wildly into the wilderness. Since Tharizdun's
from the next. They are always con¬ imprisonment, no new constructs of
structed of purple stone (often this type have been created, and the
magically treated to achieve such rogue eidolons that still function have
a distinct color). As a general degenerated into complete psychosis
rule, they are humanoid in and are little more than destructive
shape, badly weathered, and forces of evil
possess monstrous deformi¬
ties. The only other constants Combat
from one rogue eidolon to A rogue eidolon almost always attacks
the next is the fact that Iheir any living creature it encounters due to
hands are always pitch black, a burning need for revenge for the loss
and their faces are com¬ of its god. The nature of the insanity
pletely blank save for a that afflicts a rogue eidolon is com¬
crude symbol of Tharizdun pletely unpredictable, though, and it's
carved violently Into the oth¬ possible that it simply ignores intruders.
erwise featureless visage. When a rogue eidolon attacks, it does
This symbol leaks a thick so by smashing victims with its stony
fluid that looks like blood and fists. Tactics mean little to a rogue
evaporates within minutes of eidolon. Its attacks are so single-minded
dripping to the ground. that it often ignore easier targets once
Many centuries ago, when it has selected a victim.
the Dark God was still free, the most Confusion (Sp): A being struck by a
powerful cult cells created large statues rogue eidolon must make a Will save
in the images of their leaders. The faces (DC 15) or be confused Insane charac-
of these statues were left blank save ters suffer from a continuous confu¬
for the symbol of Tharizdun to indicate sion effect; this effect can be removed
ROGUE EIDOLON the Dark God's mastery over his fol¬ only by greater restoration, limited
large Construct lowers. These statues were always wish, miracle, and wish.
Hit Dice | gdio (49 hp) placed at honored locations in the Dark Blood Spray (Su): On the First round
Initiative +0 God s temples were they stood over of combat and every fourth round
Speed 30 ft. (can’t run) countless sacrifices. Those cult cells thereafter, the rogue eidolon can spew
AC 21 (-1 size, 4*12 natural) who particularly pleased the Dark God a gout of thick blood from the seeping
Attacks 2 slams +10 melee were sometimes rewarded; Tharizdun symbol carved into its face at a target
Damage Slam 286+7 himself would send the tiniest shred of within 30 feet. This is a free action, A
Face/Reach 5 ft by 5 ft/10 ft his power across the dimensions to creature struck by the blood spray
Special Confusion, blood infuse the cult's statue, granting it sen¬ must make a Will save (DC 15) or be
| Attacks spray tience and the ability to serve as a sort afflicted with a terrible madness that
Special Damage reduction of avatar for the Dark God. These forces the victim to see all friends as
Qualities so/+2t SR tg. "awakened*’ eidolons were fully aware, hated enemies. A creature that suc¬
! construct wielded a devastating array of divine cumbs to this rage will attack its closest
Saves ; Fort +3, Ref +3, Will +1 spells, and usually took the roles of ally immediately; this rage prevents
Abilities 1 Str zo,.Dex 10. Con —, advisors to the cell. In certain cases spell casting but not the activation of
Int 4, Wis 6, Cha iz where the members of a cult displeased magic Items that require spell comple¬
Tharizdun, the eidolon would eradicate tion. This murderous frenzy lasts for
Cinnate/Terrain Any the cult cell before deactivating itself. 3d6 rounds.
Organization Solitary With the Dark God’s imprisonment, Construct: Rogue eidolon are
Challenge Rating 9 the many eidolons operating throughout immune to mind-influencing effects,
Treasure None the world were instantly cut off from poison, disease, and similar effects.
Alignment Always chaotic neutral the source of their power. While they They are not subject to critical hits,
Advancement Range 11-18 HD retained their intelligence and mobility, subdual damage, ability damage, energy
(Large), 19-27 HD (Huge) this sudden loss of divine power drove drain, or death from massive damage.
them completely insane. Most of these
eidolons slew their cults before
annual 2ooo
Rpiiippar
A rotripper (pronounced down victims who had escaped the
rot-ripper) appears as a cult's clutches.
decaying lo-foot-tall ogre Animals avoid rotripper lairs;
corpse with more than two arms: some birds and insects won't even fly
rotrippers possess more than twelve over them.
arms in all, each of different sizes and A rotripper is impossible to
shapes. A rotripper created from a control without powerful magic.
humanoid or giant other than an ogre The necromancers or priests who
is exceedingly rare. create these undead beings gener¬
The rotripper understands that lair¬ ally do not want them to serve as
ing in heavily populated areas is dan¬ guardians or servants as a result.
gerous and thus prefers to lurk in Generally, a rotripper is created
out-of-the-way locales such as moun¬ only to sow destruction and pain
tain passes or roads through dense in the world
forests. Every rotripper is incredibly Creating a rotripper requires
patient and persistent, and only death an armless ogre corpse. This
stops it from tracking a victim once it corpse must have a pair of living
decides It wants the victim s arms. This ogre limbs grafted to its body by
obsession with collecting arms was magical means. Next, the body
likely instilled long ago when the Cult must be anointed with the blood of
of Tharizdun created the first rotrip¬ a vampire and the spittle of any
pers as a sort of “bloodhound” to track demon. The creator must then
animate the body by means of
ROTRIPPER either a limited wish spelt or a spe¬
Large Undead cialized version of the raise dead
Hit Dice $dt2 {52 hp) spell. The newly created rotripper might Rend (Ex); If a rotripper hits with
Initiative -1 (Dex) attack its creator in an attempt to steal at least two daw attacks, it latches
Speed 1 30 ft. her arms, so a means of restraining or onto the opponent's body and tears the
AC 15 {-1 Dex, -1 size, controlling it is recommended. flesh. This attack automatically deals an
+7 natural) additional 2d8+y points of damage. A
Attacks 2 claws +8 melee, Combat rotripper that hits a single target with
additional claws +6 The rotripper is fairly intelligent, but its four arms can rend a victim twice.
melee insatiable greed for new arms often Unlike the rend attacks of other
Damage primary daws id8+5f forces it to throw tactics to the wind creatures, if a victim is slain (reduced
secondary claws *d8+a and simply wade into combat, arms to -10 hit points) by a rend attack, the
Face/Reach 5 ft. by 5 ft,/10 ft. flailing. The two original arms grafted rotripper has ripped the victim's arms
Special Grab, remove limb. onto its body during its creation are off. The following round, the rotripper
Attacks rend the rotripperis primary attack; any uses its absorb limb ability to fuse the
Special Undead, damage additional arms comprise the monster's victim's arms with its body.
Qualifies reduction 10/+1, secondary attacks. A Large rotripper Absorb Limb (Su): Once a rotripper
absorb limbs can possess up to 2d8 arms, while a removes a limb, it attaches it to its own
Saves Fort +2, Ref +5, Will -ho Huge one can possess up to 468 stolen torso. It rakes a move-equivalent action
Abilities Str 20, Dex 8, Con limbs. Fortunately, a single target can to absorb one arm; it takes a full-round
Int i2t Wis 14, Cha 13 be attacked by no more than four arms action for the rotripper to attach two
Skills Climb +13, Hide +3, at once. The rotripper can split its arms. Once the arm is attached, the
* Intuit Direction +10, attacks among any targets in melee. rotripper heals idt2 hit points and a set
Search +9, Wilderness Improved Grab (Ex): The rotripper is of talons rapidly grow from the arm's
Lore +10 supematurally strong and gains the hand. The rotripper can attack with a
Feats Track, Multrattack appropriate bonuses to attack rolls and new arm the round after it is attached,
damage with its attacks, despite the though it can still only target a single
Climate/Terrain Any musculature of the arm employed. Each opponent with a maximum of four arms.
Organization Solitary or gang (3-8) time a rotripper makes a successful Undead: Rotrippers are immune to
Challenge Rating 7 attack, it can make a free grapple check mind-influencing effects, poison, sleep,
Treasure Standard without provoking an attack of oppor¬ paralysis, stunning, and disease. They
Alignment Always chaotic evil tunity. It gains a +1 bonus to this are not subject to critical hits, subdual
Advancement Range 9-16 HD grappling check for each arm that is damage, ability damage, energy drain,
(Large), 17-24 HD (Huge) already grappling the victim. or death from massive damage. ^
37
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38 annual 2ooo
GORGOLDAND’S GAUNTLET
Gorgoldarid’s Gauntlet
Adventurers Welcome!
by Johnathan M. Richards
cover by Stephen Walsh • illustrated by Dennis Cramer • cartography by Diesel
"Gorgoldand’s Gauntlet" is a DOtD adventure suitable for four ist-level PCs. It takes
place in a cave network in the side of a cliff overlooking a lake and can easily be
inserted into any campaign. The adventure can be adapted for characters of up to
4th level, as described in the "Scaling the Adventure" sidebar.
? Monster Statistics y* Trap Statistics Iff Object Statistics f Non-player Characters (NPCs)
Adventure Background
A gold dragon calling himself “Gorgoldand" (an anagram of created by the gold dragon, as well as some slightly more devi¬
"gold dragon") converted a cave network into a testing ground ous and dangerous ones added by the scheming jermlaine. If
to surreptitiously test the abilities of local adventuring bands. they make if all the way to the end of the Gauntlet, they’ll have
He did this by posing (in human form) as a book collector and gained access to a magic item that can have a significant
hiring each band to unearth a small cache of important tomes impact on their adventuring careers.
said to be stored in the deep recesses of a cave network
known as the “Gauntlet.” As the adventurers struggled Through For the Players
the various traps and obstacles Gorgoldand had put in their The PCs are brought into the adventure by following a map
way, the dragon observed their progress with the help of his that leads to the Gauntlet They could have found the map in a
pseudodragon companion, Snooky. If the adventurers were treasure hoard during a previous adventure, or Snooky might
ultimately successful, Gorgoldand retrieved the tomes and have simply left a copy at the PCs’ campsite as they slept. In
allowed the heroes to keep the other treasure he'd stocked in either case, the map directs the PCs to the entrance of the
the Gauntlet from his hoard. Always included in the treasure Gauntlet but provides no information on the interior of the
was a magic sword of his own design, through which he could cave network (and thus it is not provided as a player handout).
keep tabs on the band. Details on this magic sword are pro¬ The map specifically mentions hidden treasure at the end of
vided in the "Hoardmaster" sidebar. Once the adventurers the Gauntlet but does not indicate what that treasure is.
were gone, Gorgoldand would restock the treasure room in
preparation for the next adventuring band. The Gauntlet
Recently, however, Gorgoldand vanished. Lacking further Unless otherwise mentioned, the interior of the Gauntlet is
guidance in the months since his masters disappearance, dominated by rough floors and is unlit, PCs without darkvision
Snooky has done his best to keep the testing facility running: need to provide their own light sources.
feeding the rust monsters and distributing copies of the maps
that lead adventurers to the Gauntlet. When a band of 1* Cliff Ledge,
jermlaine moved into the cave network a few months ago, The PCs map leads them to the top of a cliff overlooking a
Snooky grudgingly approved of the modifications they made large lake.
to the Gauntlet, his love of practical jokes winning out over his A metal piton hammered into the stone near the edge of the
sense of fair play. All in all, Snooky sees the jermlaine as a self- cliff gives silent testimony that others have been this way
sustaining “upgrade" to his absent master s Gauntlet. before, although the rope that would normally be attached to
The piton is missing. The narrow cave entrance to the Gauntlet
Adventure Synopsis is some 60 feet below the top of the cliff.
“Gorgoldand’s Gauntlet" is a site-based adventure with a pre- The jermlaine band removed the rope that the last adven¬
dominance of puzzles and traps. The PCs discover a map lead¬ turing band used to climb down to the cave entrance. The PCs
ing to the Gauntlet and explore it looking for treasure. They can attach their own rope to climb down or do so without
test their srrength and wits against various traps and puzzles rope. Climb checks (DC 20 without rope or DC 10 with rope)
4o annual 2ooo
GOAGOLDAND’S GAUNTLET
are required from each character. Anyone falling from the Along the north waif of the cavern is a secret door. The
cliff face plummets to the lake surface below. The cave secret door opens to a passageway that leads to a set of four
entrance is 20 feet above the surface of the water. (The lake holding pits in area 16 and the jermlaine central lair in area 17.
is 40 feet deep in that area.) PCs plunging from the top of the If the dust of sneezing and choking trap is triggered (see
cliff fall a lotal of 80 feet before hitting water Use the Tailing below), etves do not get their normal chance of detecting this
into Water5' rules on page 02-113 °F Dungeon Masters secret door merely by passing within 5 feet of it. This restric¬
Guide to calculate falling damage, as appropriate. tion remains in effect until the magical dust cloud settles to the
ground gd4 rounds after being triggered. If the Trap is not
2, Cave Opening, triggered, or once the dust has settled, elves have their nor¬
The cave opening is a narrow, upright slit in the side of the mal chances of noticing the secret door.
cliff wall. There is no illumination within, Trap (EL 2): You might want to allow PCs in the front half
PCs must walk single file until reaching area 3. The DM of the group a Spot check (DC 20) to see the ropes attached
should determine the party’s marching order to see who gets to the spider. If the characters fait this check, the PCs auto¬
to experience the trap just ahead. matically strike first, as the spider is just a hollow husk shed by
its previous owner and thus does not actually attack.
3. Spider Trap. However, the jermlaine have filled the husk with a packet of
The jermlaine have added some refinements to the Gauntlet in dust of sneezing and choking taken from a slain adventurer.
the few short months since moving in. Atong the 20-foot-high Anyone inflicting damage on the dessicated spider husk with a
cavern ceiling they've anchored a "spider web" of crisscross¬ piercing or slashing weapon rips it open and flings the magi¬
ing rope lines. Two jermlaine stand on watch here, ready to cal dust in a 10-foot radius that fills the room.
drop the husk of a large spider onto the first PC who enters V* Dust of Sneezing and Choking Trap: CR 2; Fortitude save
the cavern. negates (DC 15; initial 2d6 temporary Constitution, secondary
Read or paraphrase the following to the player of the lead id6 temporary Constitution); Search (DC 15); Disable Device
character: (DC 15).
Creature (EL '/*): After loosing the spider husk on the PCs,
The narrow passageway widens into a cavern. A hairy, mul¬ the two jermlaine hide in the crevices of the cavern ceiling;
tilegged form drops down on you from the shadows above! PCs trying to spot the jermlaine must make a successful Spot
skill check opposed by the creatures' Hide skill checks. If the
The Gauntlet
One square — 5 feet
GORGOLDAND’S GAUNTLET
Scaling the Adventure animated statue lo area 14. If you use the rogue (with statistics identical to
Although this adventure is designed for optional encounter at the end of the Rashanda's) to the final encounter.
ist-level PCs, the module can be run for adventure, give Breagar the dwarf 4th-levd PCs: Run the adventure
2nd- to 4th-level PCs by changing the another level of rogue, with the changes discussed above, but
strength and number of opponents and 3rd-level PCs: Run the adventure with make the following additional modifica¬
traps. The “Encounter Level Table" at the the changes discussed above, plus the fol¬ tions: Deepen the pit trap in area 4 lo 30
end of the adventure lists the encounter lowing additional modifications: Give the feet deep, give the merrow two levels of
levels for all the encounters. Use this as merrow a single level of fighter (instead fighter, have the paralysis minefield in
a baseline for modifying the adventure of a level of warrior), have the paralysis area it deal id6 points of damage on a
in the manner suggested below: minefield in area 11 deal id 4 points of misstep, and add another stone slaiue to
and-level PCs: The adventure, as damage on a misstep, and add another area 14 (five statues total). Goat the fish¬
written, is a bit too easy for snd-level animated skeleton statue to area 14 (four hooks in area 6 with poison (DC 18; ini¬
PCs. Add one jermlaine to each of the statues total). Also, make the statues tial and secondary damage of id6
three jermlaine encounters, and deepen stone, which gives them a Hardness of Temporary Strength). Finally, make
the pit trap in area 4 to 20 feet. Give the 8. Additionally, coat the fishhooks in Rotvil a 3rd deve! barbarian if you use
merrow a single level of warrior, have area 6 with a mild venom (DC 14: initial the final encounter.
the paralysis minefield deal idg points of and secondary damage id4 temporary
damage on a misstep, and add one more Strength). Finally, add another ist-level
PCs’ Listen skill checks are higher than the jermlaine’s Move not, requires a successful Jump check* (The pit is 10 feel
Silently skill checks, they hear catlike chitterings reminiscent of across.) A running jump is possible as long as the dust has
laughter. If discovered, these jermlaine skitter off into secret cleared in area 3; otherwise, entering the dust cloud again
passageways carved into the cavern wall. The tunnels are forces another Fortitude check to avoid its hazards.
much too small for the PCs to follow. These passageways are V* Pit Trap: CR '/*; no attack roll necessary (id6); +10 melee
near ceiling level and wind back and forth before spilling out (id4 spikes for id4 points of damage per successful hit); Reflex
into area 16. save (DC 20) avoids; Search (DC 21); Disable Device (DC 20).
# Jermlaine (2): CR Diminutive Monstrous Humanoid (i y* Moss Trap: CR ’/*; no attack roll necessary: id2 points of
ft* tall); HD ,4d8; hp 2 each; Init +2 (Dex); Spd 40; AC 14 (+2 temporary Dexterity damage; Fortitude save (DC 16) negates.
Dex, +2 size); Aik 4-0 melee {id3-2, tiny club) or +2 ranged Creatures (EL 1); To add Insult to injury, when the PCs crawl
(^4-2, small halfspear); SQ darkvision 60 ft*, +15 racial bonus back out of the pit (or while jumping over it) four jermlaine
to Hide and Move Silently checks, +5 racial bonus to Listen approach from the east. Each throws a spear at the PCs and
checks; AL N; SV Fort +0, Ref +4, Will +4; Str 6, Dex 15, Con then retreats, giggling all the way. PCs who make a successful
10, Int io, Wis 17, Cha 9. Spol skill check (DC 15) see that each jermlaine also carries
Skills; Animal Empathy +2, Handle Animal +2, Hide +22, what appears to be a small shepherd’s crook*
Listen -ho, Move Silently +20, Open Lock +5, Spot +4. Feats: % Jermlaine (4): hp 3 each; see area 3 for full statistics.
Skill Focus (Hide),
Possessions: Tiny club, small ha If spear. 5* Chasm Entrance*
4. Trapped Room* As you pursue the tiny tormentors, you see a chasm ahead.
Once again, the passageway narrows, forcing travel in single The little humanoids dive over the ledge feet-firsr, one at a
file. Dangling from the cavern ceiling is a thin rope, ending in time, with their crooks held out above them. Suddenly, you
a loose Sasso made from hair along the ground. The words brush up against several slim strings and feel the tug of
“PUT FUT HEER” has been scrawled in chalk in the middle of sharp metal on your face and arms!
the open lasso-obviously, this is someone's childish idea of a
snare. The boxed text below assumes the PCs are in hot pursuit of
The area immediately beyond the rope lasso snare is a pit the spear-throwing jermlaine. If this is not the case, modify The
trap (see Trap below). The jermlaine added the simplistic and text accordingly.
blatantly obvious snare trap to draw attention away from the Trap (EL 1): Across this area of the Gauntlet the jermlaine
real danger. The rope lasso is only weakly attached to the cav¬ have hung hundreds of fishhooks on slim lines woven from
ern ceiling and can be pulled down easily. (A PC cannot use it hair. The fishhooks are staggered at various heights ranging
to prevent falling into the pit.) from 2-6 feet from the cavern floor; the foot-tall jermlaine
Trap (EL 1): Gorgoldand created a simple pit trap here to test rush by at full speed, confident that they'll avoid entanglement.
the adventurers. Two hinged trap doors open inward to a 10- DMs might want to allow the PCs a Spot cheek (DC 20) to see
foot pit if more than 50 pounds is placed on them. The the trap as they chase the jermlaine. (The DC is only 15 if the
jermlaine have since modified the pit, wedging the snapped-off PCs proceed with caution.)
blades of a few daggers into cracks in the stone pit floor. A successful Dexterity check (DC 20) is needed to get free
Furthermore, the devious little pests have lined the pi! with a of the fishhooks; each unsuccessful attempt deals another
rare underground moss with effects similar to poison ivy. point of damage. Optionally, any PC not entangled can cut
Jumping over the pit trap, whether it's been activated or an entangled companion free with a slashing weapon. A
42 annual 2ooo
GQRGOLDAND’S GAUNTLET
successful Search check discovers the trap. Ir can be disabled (a running jump is not possible unless the fishhooks in area 5
with a successful Disable Device check, are cut down); or climb down the chasm, swim across, and
y* Fishhook Trap: OR i; +8 melee {184+1) and entangle as the climb back up the east side of the chasm. See the Players
spell; Reflex save negates entangle effect (DC 20); Search (DC Handbook for rules governing Climb and Swim skill checks.
14); Disable Device (DC 10). PCs falling into the wafer take no damage from the fall but
might drown if they are wearing heavy armor; they might also
6. Chasm, find a nasty surprise waiting for them in the dark wafers of the
A 20-foot wide chasm cuts across the dungeon corridor. The lake (see area 7).
sound of splashing water emanates from
the chasm bottom. On the stone floor
across the expanset a visored helmet sits
upon the ground.
A20-f00T WIDE CHASM CUTS
Closer examination of the chasm reveals
some recent jermlaine modifications. A tiny ACROSS THE DUNGEON CORRIDOR.
pi ton hammered into I he stone on the
southwest side supports a thin thread
woven from hair (most of It human); this
ACROSS THE EXPANSE, A VISORED
thread acts as a zip-line for the jermlaine,
who “ride” the line using their crooks down
HELMET SITS UPON THE GROUND.
to a small hole in the ledge on the south east
side of the chasm. A similar setup exists for
sliding down From the northeast surface to the northwest 7. Underwater Cave.
ledge. The threads do not support more than 25 pounds. This large cavern is completely submerged and pitch black. The
The jermlaine slide down the zip-lines to a hidey-hole in the PCs need dark vis ion or some type of magical illumination lo
southeast ledge; this connects to a set of jermlaine-sized stairs see the caverns contents: a 16-fool wooden plank (originally
leading up to a small hole in the cavern floor covered by a positioned by Gorgoldand at the west end of the chasm, later
visored helmet. From inside the helmet, a single jermlaine can pitched into the water by the jermlaine) and a few scattered
use a tiny blowgun against the PCs under the benefit of 90% bones (human and jermlaine). Hidden under a large rock is a
cover, providing a +io bonus to AC. The blowgun darts deal 1 canvas sack filled with 750 sp and 250 gp, A successful
point of damage each; there are two dozen darts stored inside Strength check (DC t8) is required to move the rock.
ihe helmet. Once the PCs make it across the chasm, they can Creature (EL 2): Since Gorgoldand first set up his Gauntlet,
simply lift the visored helmet up off the ground, exposing the a marrow, outcast from his own tribe, has moved into the
narrow jermlaine tunnel and stairway below. At this point, the underwater cavern. Depending on the relative strength of the
jermlaine retreat, using a tiny passageway that leads to their party, the merrow might be present during the adventure or
i
main lair in area 17. The PCs are unable to navigate the tiny out hunting fish in the lake. If present, he hears anyone splash¬
jermlaine passageways. ing into his cavern from above and approaches to investigate.
A similar setup exists along the north side of the chasm. The He attacks immediately upon discovering intruders. The
jermiame-sized stairs lead up to a hole in the floor at the jermlaine are aware of the merrow s lair and avoid the water
northwest side of the chasm; this hole is covered by a small at all costs,
rock. At the bottom of the stairs is a side-shaft that leads back ^ Merrow (Aquatic Ogre): CR 2; Large Giant (g ft. tall); HD
to the jermlaine den in area 17. 488+8; hp 26; Init -1 (Dex); Spd 30 ft., swim 40 ft; AC 16 {-1
The chasm is 20 feet wide and angles down to the lake size, -1 Dex, +5 natural, +3 hide); Ark +8 melee (188+7, i°n8“
below. The chasm is only 15 Feet wide at the level of the spear); AL CL; SV Fort +6; Ref +0; Will +1; Str 21, Dex 8t Con
jermlaine ledges, some 10 feet below the dungeon floor and an 15, Int 6, Wis 10, Cha 7,
equal distance above the surface of the water. PCs can elect Skills: Climb +4, Listen +2, Spot +2. Peats: Weapon Focus
to climb the north or south walls of the chasm; jump the chasm (longspear).
43
GORG OLD AMD'S GAUNTLET
THE RIDDLE
44 annual 2ooo
GORGOLDAND’S GAUNTLET
riddle is therefore a four-letter word, which must be spelled feet by smell. If the opponent is upwind, the range increases to
out with the four dials. The diagram above shows which letters 6o feet; if downwind, it drops to 15 feet.
appear on each dial. The answer to the riddle is “WARD." The rust monsters head for the largest concentration of
Creatures (EL 5): Even if the players solve the riddle right- metal (such as a well-armored PC). Being somewhat ungainly,
away, the PCs are attacked by the two rust monsters hiding they cannot climb onto the shelf sticking our of the wall,
under the brick shelf jutting out from the wall. The rust men- although their antennae can reach PCs perched there. PCs not
sters attack before the PCs can turn the four dials into the wishing to lose most of their metallic armor and equipment can
correct configuration. The rust monsters are hungry, but they climb back onto the wall, out of the rusi monsters’ reach, while
have been trained to wait until the PCs step on the floor of the they puzzle out the solution to the riddle.
cavern before attacking. If the PCs peek over the edge of the Once the four dials are in the correct configuration, the
overhang and discover the rust monsters, the creatures attack door swings outward into the next room, supported on hinges
immediately. at the top instead of at the side. The fact that the entire door
f Rust Monsters (a): CR 3; Medium-size Aberration (5 ft. is made of wood prevents the rust monsters from corroding it
long); HD gdS+g; hp 25,21; Init +3 (Dex); Spd 40 ft.; AC 18 (+3 and gaining access to other parts of the Gauntlet
Dex, +5 natural); Atk +3 melee (rust, 2 antennae), -2 melee If the players cannot figure out the riddle, the door must be
(idg, bite); SA rust; SQ scent; Al_ N; SV Fort +2, Ref +4, Will opened through other means. It can easily be opened from the
+5; Str to, Dex 17, Con 13, Int 2, Wis 13, Cha 3, other side, where the locking mechanisms are visible.
Skills: Listen +9, Spot +9. Feat: Alertness. Ip Locked Wooden Door: 1.5 in. thick; Hardness 5; hp 15;
SA—Rust (Ex): A rust monster that makes a successful touch Break (DC 18); Open Lock (DC 25),
attack with its antennae causes the target metal to corrode,
falling fo pieces and becoming useless immediately. The size of ii. Paralysis Minefield *
the object is immatenal-a full suit of armor rusts away as The floor of the cavern is smooth, although the walls remain
quickly as a sword. Magic armor and weapons, and other jagged stone. Twenty feet ahead, the floor is divided into 160
enchanted items made of metal, must succeed at a Reflex save squares, each a 2-foot by 2-foot metal plate, forming an 8
(DC 20) or be dissolved. A metal weapon that deals damage to square by 20 square grid.
a rust monster also corrodes immediately. Wooden, stone, and By the time the PCs arrive in this part of the Gauntlet,
other nonmettalic weapons are unaffected. Snooky the pseudodragon has crawled through the secret
SQ-Scent (Ex): Rust monsters detect opponents within 30 passageway in the back of his lair to perch on a shadowy
1 2 3 * * 2 1 2 *- * 2 t 1 2 * 2 2 1 1 0
] * 2 2 2 \ 0 1 2 3 * 1 0 1 2 * 1 0 0 0
GORG OLD AMD’S GAUMTJil
L
overhang looking into this room. Using his telepathic powers, the PC steps back onto the trapped square at a later time, how¬
he contacts the PCs; ever, she must make another Fortitude save to avoid the dam¬
Trap (EL 2): Each time a PC steps onto a square, Snooky age and paralysis.
The easiest way for the PCs to get through the minefield
Suddenly, a voice speaks in your head. “Many of the squares is to write down how many traps each square is adjacent to*
ahead are trapped,” it says. “I wifi not tell you where the Any time the PCs stand on a square that is adjacent to no
traps are located, but as you stand upon a square, I will telf traps, they know that it is safe to stand on each of the (up to)
you how many trapped squares are adjacent to that one. The eight squares touching that one. The way the traps have been
rest is up to you ” positioned, if is possible for the PCs to make it through the
gridwork without losing a member of the party to a trapped
(true to his word) informs her of how many trapped squares square.
are adjacent to that one. Diagram 1 shows the locations of the Climbing along the natural stone walls requires a Climb
traps and the number of traps adjacent to each square, so you check (DC 20). If a climbing PC falls, the DM must determine
can pass the information, square by square, to the players. which square she lands on, as the PC might need to make a
Diagram 2 can be given to the players so they can track Fortitude save to avoid paralysis.
their characters’ progress, filling In the information on the Once the PCs have made it past the trap they come to a
squares as the PCs move down the corridor. standard wooden door. The door is unlocked, and opens out¬
Anyone stepping on a trapped square takes t point of elec- ward into the next room.
V* Electrified, Paralyzing Floor: CR 2; t
point of damage and paralysis for 3dio+3o
STAIRS KAS A WORD f NGRAVfD Creatures (EL r): If the PCs take longer
than 5 minutes to cross the room, four
jermlaine come to investigate. The four
OMITS FRONT FACE; jermlaine descend the stairs on the other
side of the door (they have discovered the
|
THE WORDS All G10W SUGHTLY secret of the stairs through Trial and error,
though they can’t read the message written
on them—see area for details) and push it
open enough for two of them at a time to
trical damage and must make a successful Fortitude saving hurl javelins at paralyzed PCs. (Treat the jermlaine as having
throw (DC 20) or be paralyzed. Triggering a trapped square three-quarters cover from the door.) The jermlaine hoot and
does not make that square “safe,” as anyone else subsequently taunt the PCs as they struggle through the room, but they
stepping onto that square also runs the risk of paralysis, A leave if any of the PCs get dose enough to jump into the door¬
paralyzed PC that remains standing on a trapped square is not way or if they run out of javelins, whichever happens first.
automatically paralyzed or damaged again when the initial pap¬ ^ Jermlaine (4): hp 3 each; see area 3 for full statistics.
al yzation wears off; she can step freely from that square. If
46 annual2ooo
GORGOLDAND’S GAUNTLET
47
GORGOLDAND'S GAUNTLET
If the command word is spoken within 15 feet of the mirror, Scattered about the floor are loose heaps of coins and gems,
the mirror's image darkens to an inky black and acts as a with the occasional weapon poking out of a pile. Six large
dimension door that leads straight to the treasure room in area tomes are stacked in the corner.
15. A similar mirror graces the interior of the treasure room, One round after the PCs enter the room, the scattered
which works in the same manner. The treasure room is other¬ treasure starts to move, telekinetically dragging across the
wise shielded against teleportation magic. floor of the room counterclockwise, as if drawn by an invisi¬
Touching the mirror or statues without first uttering the ble whirlpool. The objects move faster and faster around a
proper command word (see below) triggers the Trap and acti¬ central point in the middle of the room, forming an upward-
vates the Creatures. thrusting pillar of treasure. Gradually, this pillar takes on a
Trap (EL 1): Touching the mirror or statues without first vaguely draconic shape with a head, a tail, four legs, and a pair
of short wings.
Creature (EL 4): The “coin dragon”
THE TREASURE STARTS TO MOVE [llfp immediately attacks everyone in the room,
slapping opponents with its tail or wings. In
M DV
fV
addition, the coin dragon can shoot a bar-
rage of coins and gems from its mouth like
a breath weapon. After firing a coin bar-
CENTRAL POINT, AS IF DAAWNBY |\|_ Jf rage, the coin dragon must telekinetically
reabsorb the coins and gems back into its
AN INVISIBLE WHIRLPOOL. body the following round, so it is restricted
to a tail- or wing-slap attack the round
after using its breath weapon.
Most ordinary weapons do little or no
uttering the command word causes a portcullis to crash down damage to the coin dragon. Piercing and slashing weapons
in the doorway (along the grooves), blocking escape from the slide right through the loose objects in its “body,” doing no
room. Anyone standing directly under the portcullis when it damage, A blunt weapon like a mace or club might dislodge a
fails must make a successfui Reflex saving throw (DC 15) or be handful of coins, but these are easily returned to the coin
struck for ad6 points of damage and pinned. A PC pinned dragon the following round. (They are sucked back into the
under the portcullis must make a Strength check or an Escape creature’s body telekinetically.)
Artist check (DC 20) to extricate himself. A maximum of three A dispel magic cast upon the creature causes the disparate
(pinned or unpinned) PCs can help lift the portcullis high objects forming the dragon's body to crash to the floor, leaving
enough to allow others to crawi underneath it* (Use the “Aid the dragon “bodiless.” The creature reforms its “body” Ihe fol¬
Another” rule in the Player's Handbook.) lowing round, but this allows PCs time to escape. The creature
V* Portcullis Trap: CR 2; +10 melee (ad 6 points of damage Is not permanently destroyed until it loses all of its hit points.
to PC underneath, blocks passage); Search (DC 16); Disable The coin dragon never leaves its treasure room and natu¬
Device (DC so). rally heals 3 hit points per day. PCs in combat with a coin
Creatures (EL 3): As the portcullis falls, the skeletal statues dragon might find it necessary to do some damage, leave the
animate and attack everyone in the room. The statues fight treasure room to heal up and prepare new spells, then con¬
until they are destroyed, the intruders are slain, the intruders tinue the assault later (possibly over the course of several
leave the room, or the correct command word is spoken aloud. days, depending upon the strength of the party),
(In all but the former case, they immediately cease battle and # Coin Dragon (1): CR 4; Medium-Size Construct (7 ft, long);
resume their original positions flanking the mirror.) The stat¬ HD 3dio; hp 18; Init +0; Spd 40 ft,; AC 14 (+4 natural); Atk +4
ues do not leave this room of their own accord under any con¬ melee (id6+2, tail slap or wing slap); SA breath weapon; SQ con¬
ditions. Despite having no eyes or eye sockets, the skeletal struct, damage reduction 10/+1, resistances; AL N; SV Fort +0,
statues act as if they have 6o-foot darkvision. However, Ref +oP Will -5; Str 14, Dex 10, Con -, Int -P Wis 10, Cha 1.
despite their skeletal appearance, the statues are not undead SA-Breath Weapon (Su): The coin dragon can breathe a 20-
(they’re carved from wood) and thus cannot be turned. foot cone of coins and gems that deals id8+2 points of dam¬
^ Animated Skeletal Statues (2): CR 2; Medium-size age to anyone in the area of effect; a successful Reflex save
Construct; HD adio; hp 12 each; Init +0; Spd 40 fL; AC 15 (+5 (DC 14) halves the damage. The breath weapon is usable only
natural); Atk +2 melee (tdG+i, stone shortsword); SQ construct, once every other round,
hardness; AL N; SV Fort +0, Ref +oP Will -5; Str 12, Dex 10, SQ—Construct: Immune to mind-influencing effects, poison,
Con Int -, Wis 1, Cha 1. disease, and similar effects. Not subject to critical hits, sub¬
SQ—Construct: Immune to mind-influencing effects, poison, dual damage, ability damage, energy drain, or death from mas¬
disease, and similar effects. Not subject to critical hits, sub- dual sive damage.
damage, ability damage, energy drain, or death from massive SQ—Resistances (Ex): The coin dragon has acid, cold, elec¬
damage, tricity, and fire resistance 5.
SQ—Hardness: The wooden statues have a Hardness of 5, Treasure: Once the coin dragon is slain, the PCs are free to
15, Treasure Room, recover rhe treasure that made up its body, as well as the six
The interior of this 30-foof by 40-foot room is lit with contin¬ tomes that Gorgoldand often used as an excuse to send heroes
ual flame spells. The ceiling is 25 feet high and supported by into the Gauntlet in the first place. The tomes are all completely
four pillars, and the entire room has been carved from stone. blank. (Gorgoldand, in his role as a human sage, would claim
48 annual 2ooo
GORGQLDAND’S GAUNTLET
that the writing was invisible, requiring a special sei of magic scious captive back to the cavern entrance at area 2 to be dis¬
spectacles to read.) The PCs are free to use the blank tomes covered by the rest of the adventuring band upon their return
as diaries, journals, for mapping, or as future spellbooks. to the surface.
Besides the tomes, the accumulated treasure breaks down to This agreement keeps everyone happy (with the possible
2,000 cp; 550 sp; 300 gp; 16 gemstones worth 250 gpt 100 gp exception of the victim). The jermlaine get to humiliate a mem¬
(X3), 50 gp (x/), and 10 gp (x5) respectively; two masterwork ber of “the giant races" and acquire more hair for their ropes,
daggers; a light mace; a scimitar; and Hoardmaster, a while Smoky gets to play a practical joke on an adventurer
longs word detailed in the sidebar. (who, in all fairness, would have been slain if the teleport trap
was as lethal as Gorgoldand made it appear). The pseudodragon
*6. Holding Pits. ensures that the jermlaine don't kill their victims and uses
These holding pits are accessed by a secret passage in area 3. metal objects from victims to feed the rust monsters.
Anyone or anything activating the trap in area 12 is teleported
without error into one of the four pits (pits A,
B, C, and D, in that order). Once each pit has
a victim or object within, it no longer func¬
tions as a teleport destination until such time
as the pit is no longer occupied. The pits are
THE TERMLA1NE SLEW THE FIRST
to feet on all sides, carved into the stone
49
GQRGOLDAND’S GAUNTLET
Exiting the Gauntlet and moved on in either triumph or disappointment. One par¬
The PCs should have no trouble exiting the Gauntlet, as they ticular band, Rotvifs Rogues, entered the Gauntlet and were
will have already encouniered all of the traps on their way in, quickly rebuffed. Not willing to be driven away from possible
and the jermlaine wont he looking for them anymore. PCs who treasure by a bunch of stinking jermlaine, but also not partic¬
were "incinerated” by the stair trap at area 12 are found naked, ularly eager to return to the Gauntlet's interior, the Rogues
bound, and probably fast asleep (under the effects of pseudo¬ have been camping out in the area, licking their wounds and
dragon venom) in area 2 when the PCs return. All of their gear keeping an eye out for other adventuring bands. When the PCs
is gone: Metallic items have been taken to Snooky’s lair in area approached and entered I he cavern network, Rotvil and his
g; everything else has been claimed by the jermlaine. gang saw their chance for some quick riches: All they had to
Any of the magic weapons taken from area 13 (the two do was hang around until the PCs returned from the Gauntlet
siangham, the spiked gauntlet, and the falchion) automatically and take their accumulated loot from them.
teleport back to that room when taken outside the confines of By the time the second PC climbs up to the top of the cliff,
the Gauntlet. Any weapons taken from the Treasure room in she finds a party of four humanoids racing on foot toward the
area 15 remain with the PCs as they exit the Gauntlet. cliff from 300 feet away, hollering like banshees. (The Rogues
As “Gorgoldand’s Gauntlet” is primarily a puzzle-based had intended on getting here earlier and setting up an ambush,
adventure, players who prefer "more action, less thinking" but as usual, poor planning and a sleepy sentry got in the way
mighl feel short-changed. If your players are of that bent, the of their ambitions.) Rotvil, the leader, is a half-ore barbarian;
following scenario can be Inserted at the very end of the despite their name, only one gang member is a rogue. The oth¬
adventure when the PCs climb back up to the clrfftop after ers are a dwarven ranger and a human monk. All four have
exiting the Gauntlet. Remember that by the time the PCs have weapons drawn as they race toward the PCs. Rotvil wields a
finished the Gauntlet, they should be 2nd level. (They won't greatsword, the monk has a javelin, and the other two wield
gain a level until they have rested, however.) PCs weakened by loaded crossbows. Their plan was simple: take the first PC
their ordeal in the dungeon will find this encounter challeng¬ hostage if possible, disarm him, and repeat the process with
ing, As the DM, you must take a careful measure of the parly each PC as he reached the top of the cliff. Unfortunately for
before throwing this encounter their way. them, their tardiness means the PCs have a better chance of
Creatures (EL 4): The PCs aren't the only ones with a copy holding on to their well-earned treasure.
of the map leading to the Gauntlet. Several other adventuring Tactics: Rotvil rages and races headlong into melee combat.
bands have already experienced the Gauntlet for themselves Montego the monk hurls his javelin and then doses for hand-
I
Encounter Level Chart
Area Encounter Description EL Area Encounter Description EL
3 Dust of Sneezing and 2 11 Paralysis Minefield 2
Choking Trap 11 4 Jermlaine I
3 2 Jermlaine .'•1/2 T2 Teleportation Trap 2
4 Pit Trap and Moss Trap 1 74 Portcullis Trap 1
4 4 Jermlaine 1 34 2 Animated Skeleton Statues 3
5 fishhook Trap i *5 Coin Dragon 4
7 Merrow 2 *7 Jermlaine Tribe varies
9 Snooky the Pseudodragon ‘ .1 Exit Rotvifs Rogues 4
10 2 Rust Monsters ;.::5
5o annual 2ooo
GORGOLDAND'S GAUNTLET
to-hand combat as well. The other two hold their distance and spot. (Don’t make this a common occurrence, lest the players
use iheir crossbows, switching to melee weapons only when come to expect their powerful gold dragon buddy to show up
they run out of bolts or the PCs close in on them. every time they get into a jam.) Of course, Gorgoldand need
f Rotvil, Male Half-ore Bbn2: CR 2; Medium-size Humanoid not present himself in dragon form, but merely as a human
(6 ft. tall); HD 2di2+2; hp 20; hit +1 (Dex); Spd 40 ft.; AC 14 (+1 sage, wizard, or sorcerer. In any case, if the PCs gain
Bex, +3 armor); Aik +4 melee {2d6Wcrit 19-20, greatsword) Hoardmaster, you have a possible link to future adventures.
or +4 melee (id^i+2/crft 19-20, dagger); 3A rage ?/day; SQ Any of the following ideas could be developed into a further
half-ore, uncanny dodge (Dex bonus to AC); AL NE; SV Fort adventure:
+4; Ref +1; Will -1; Str 14, Dex 13, Con 12, Int 8, Wis 9, Cha 10.
Skiffs: Climb +6, Jump +6, Listen +3, Wilderness Lore 4-2. * A Hoardmaster sword is stolen from another adventuring
Feat: Weapon Focus (greatsword). band who survived a previous excursion into the Gauntlet.
Possessions: Studded leather armor, greatsword, dagger, These NPCs learn of the PCs’ Hoardmaster, jump to the erro¬
waterskin, backpack. neous conclusion that the PCs stole the sword from them, and
$ Breagar, Male Dwarf Rgn: CR 1; Medium-size Humanoid make appropriate plans for payback.
(4 ft. 2 in. fall); HD idio+2; hp 12; Init +5 (+1 Dex, +4 Improved
Initiative); Spd 20 ft.; AC 14 (+1 Dex, +3 armor); Atk +2 ranged * It turns out that Gorgoldand pul a few extra abilities in his
{idS/crif 19-20, light crossbow) or +3 melee (id^/crtt 19-20, Hoardmaster swords. After succumbing to a magic trap leav¬
dagger); SA favored enemy (goblinoids); SQ dwarf, track; AL ing him petrified but still conscious, the dragon sends his will
LE; SV Fort +4, Ref +1, Wilt -1; Str 11, Dex 12, Con 15, Int 9, Wis out to the nearest Hoardmaster (the one owned by the PCs,
9, Cha 8.
Skiffs: Lisren +2, Move Silently +3, Intuit
Direction +2, Wilderness Lore +2. Feat:
Improved initiative. SO, WHERE’S GORGOLDAND?
Possessions: Studded leather armor,
dagger, light crossbow with 20 bolts, water¬ If THE DRAG ON DEEMS THEM
skin, backpack, potion of cure fight wounds.
f Montego, Male Human Mnki: CR 1;
Medium-Size Humanoid (5 ft. g in. tall); HD
WORTHY, HE MIGHT APPROACH
id8; hp 8; Init +2 (Dex); Spd 30 ft.; AC 12 (+2
Dex); Atk +0 melee (id6, unarmed strike) or
THEM IN THE FUTURE.
+2 ranged (id6, javelin); SA stunning attack;
SD evasion; AL LE; SV Fort +2, Ref +4, Will
+2; Str 10, Dex 14, Con 10, Int gT Wis 10, Cha 10. naturally) and uses the sword to point the way to his location.
Skiffs: Climb +3, Jump 4-4, Listen +3, Move Silently +5,, The PCs must follow l he sword to Gorgoldand s location, brav¬
Swim +3, Feats: Dodge, Mobility. ing whatever dangers face them on the way.
Possessions: Javelin, waterskin, backpack, monk's outfit.
£' Rash and a, Female Human Rogi: CR 1; Medium-size Human¬ # A sorcerer holding Hoardmaster finds that, perhaps due to
oid (5 ft., 6 in, tall); HD id6-i; hp 5; Init +1 (Dex); Spd 30 ft.; the legendary claim that dragon blood courses through a sor¬
AC 13 (+i Dex, +2 armor); Atk -1 melee (idG-i/cril 19-20, short cerer's veins, she can actually scry through Gorgoldand’s
sword) or +0 ranged (idfi/crit 19-20, light crossbow); SA sneak eyes! This might be a good way for the PCs to learn of the
attack +id6; AL CE; SV Fort -iT Ref +4, Will -ho; Str 9, Dex 13, sword’s link to the gold dragon that created it and could eas¬
Con g, Int 11, Wis to, Cha 12. ily lead to adventures based on knowledge obtained through
Skiffs: Bluff +5, Climb 4-3, Disable Device +5, Hide +5, Jump Gorgoldand’s vision. ®
+3, Listen 4-4, Move Silently +5, Open Locks +5, Search 4-4.
Feats: Lightning Reflexes, Run, Johnathan is the author of several Dungeon Magazine modules,
Possessions: Leather armor, shortsword, light crossbow with including the popular “Challenge of Champions" series. He has
20 bolts, waterskin, backpack. also written several Ecology articles for Dragon Magazine,
including 'The Ecology of the Jermfaine” and (iThe Ecology of
{ Concluding the Adventure the PseudodragonP
So where’s Gorgoldand? That’s a question that’s been deliber¬
ately left for you to answer, as best fits your campaign. It’s
possible that the gold dragon is off visiting the outer planes or
engaged in a tricky bit of spell research; he might even have
been captured by a powerful enemy. Rescuing the gold dragon
might be a task for the PCs once they reach higher levels and
learn of his existence.
At she DM’s option, Gorgoldand can keep a watchful eye
over the PCs’ actions through the scrying ability of their
newly-acquircd Hoardmaster sword. If l he dragon deems them
worthy, he might approach them in the future to hire them for
a specific task, or possibly even help the PCs get out of a hard
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s The most anticipated roleplaying the Coast two years ago gave him
release in many years, the new an additional advantage when it came
D&tDgame required a consistent to mapmaking.
look across the board, from the charts The new D&tD maps aren't necessar¬
that show how to attack to the sample ily the traditional “how to get from here
maps of dungeons and villages. Given to there" maps; combat diagrams and
the incredible buzz about the product, myriad other charts that explain the
those maps needed to be detailed, rules in a visual format also fall under
colorful, and striking. They needed to the purview of the cartographers* A
provide a new visual foundation for casual flip through the brand-new
a game that's undergoing a major Player’s Handbook turns up various
reconstruction. charts to illustrate the game. The
Enter Rob Lazzaretli and Todd process by which these maps come to
I Gamble. Along with Dennis Kauth, a be is simple yet challenging. The sketch is then carefully checked for inconsistencies
longtime veteran of mapmakirg for First, hand-drawn sketches come to or Illogical arrangements before the cartographer a start
any mapping.
DfrtD, these cartographers set out to the cartographers from the game
create the new look. Rob has worked for designers, who provide an outline of
Wizards of the Coast (and TSR) for how they'd like to see the final product
more than six years, designing maps for turn out* Depending on the level of
such well-known lines as Plane scape and detail the designers are after, these
Dark*Matter (in addition to dozens of sketches might be accompanied by
other projects both big and small), Todd descriptive text ro give the cartogra¬
Gamble did all of the mapwork for the phers a better sense of what the
Pokemon Jr. Adventure Game, and his designer envisions. This text often
The first round is drawn by a cartographer onto vellum
experience in building model railroads includes a list of various details on the based on the designer's original concept.
full-time prior to coming to Wizards of map and their dimensions. Some maps
are not as thoroughly outlined, of before-that particular map was updated
course, and this gives the cartographers from one that appeared in the original
some options as they close in on the DMG. Todd and Rob agree: This map
final product* (In the D&tD Adventure was the most difficult and detailed to
Game, for example, a poster-sized map produce of all the D&tD maps so far.
of a dungeon and the counters that
accompany it offered the cartographers Today
a great deal of creative freedom.) Rob Lazzaretti and Todd Gamble are
Some products require a "rougher now getting ready to begin work on the
Feel*” so instead of being produced on a maps for the relaunch of the massive
computer from the earliest steps, their Forgotten Realms campaign setting,
creation begins as Ink drawings by the which calls for some incredibly detailed
cartographers* These drawings are then mapping to bring it all ro life. They're
scanned into a computer for more intri¬ also preparing an exceptional amount of
cate manipulation, but they retain that work for the upcoming Return to the
hand-drawn look that makes them seem Temp/e of Elemental Evil due out in mid-
more "real.'1 All colors and terrain keys 2oot. “We've had a few meetings with
are then added by the mapmakers; in the designer about it” Rob says* "and it
fact* the specific guidelines for those looks like it’s going to be huge'.'
keys have been around for years, Compared to the fifteen or so maps in
dating back to the early days of D&fD, the Players Handbook and Dungeon
Additional keys for new terrain types Masters Guide combined* Rob anticipates
are generated by the cartographers* as many as thirty maps in Return to the
Birthright, for example, required more Temple of Elemental Evil. Of course,
detailed keys than Greyhawk* so the there's still an astonishing amount of
mapmakers needed to create numerous new D&tD material to prepare*
new symbols to account for the addi¬ What advice do the pros have for
tions. These new symbols were added DMs who will soon be making maps of
to the catalog of existing keys for their own? For the amateur cartogra¬
future use. pher, thinking ahead will save you a
The level of detail—that is, how realis¬ great deal of grief when you begin to
tic it ultimately needs to look-in any draft your own maps. "Plan your world
given map dictates how difficult a map is from the ground up,” Rob suggests* "If
to produce* In some cases, a mapmaker you're building a whole world, think
like Todd Gamble goes the extra mile to about how the continents are going to fir
add those details that bring the map to on it* then narrow down to focus on the
life, “The original sketch for an inn might area of your adventure. If you branch
not call for a chimney,5' he says, “but out from I he city where you want your
you know there's got to be one there. adventure to begin, it can get really
And putting a woodpile out back adds a messy. Think on a God-like scale.'1
Tricks of the Trade greater sense of realism to what you're Not surprisingly* both Rob and Todd
According to Rob Uzzaretff* senior cartogra¬ seeing. I really enjoy working on Jbig pic¬ have art degrees, and both men agree
pher at Wizards of the Coast. there's a simple ture' maps* but the detail work is also that understanding programs like
way to develop your maps that saves you an fun and challenging.” Photoshop and familiarity with
amazing number of headaches in the long run:
The accuracy of such additions is a Macintoshes are vital if you want to
Use overlay vellum sheers ro protect your
original maps. must, so both cartographers maintain a pursue cartography as a profession. The
It's not tracing paper.” Rob cautions, "bur collection of photos and magazine clip¬ ability to draw is invaluable* of course,
vellum. It lasts longer* If you use this to add new pings to use as reference materials* The "You can always find shortcuts when
locations to your maps, ifII keep you from ruin¬
Internet, of course* is yet another making your maps," Rob says, "but you
ing your originals by drawing all over them”
Also, scan your originals: you can take them
Invaluable tool for verifying the logical really have to understand basic design
to any professional copier if you don't have placement of these extras* to make any of this happen."
your own scanner and have them put onto a In D&tD game products, many of the ©
disk for you. Then you can manipulate the orig¬ maps are quite detailed, including Todd's
inals on your computer without doing any irre¬
most impressive work* a cross-section
versible damage to them, or you can make
printouts to mark up or give to your players. that shows the various levels of a dun¬
Finally, consider laminating your originals, geon. “Robs always pushing me to
"We helped [President of Wizards of the Coast] excelI ” he says* "and with that motiva¬
Peter Adkison with his campaign maps," Rob
tion* I actually progress faster as a car¬
says, "He had several binders full of laminated
maps, and he could take them out and lay them
tographer" Players might also recognize
together like files whenever he needed them. It the sample dungeon from the Dungeon
Drawing by hand is an essential skill! to develop even
was amazing, and it worked very well” Masters Guide as one they've seen though about of a cartographer's time is spent
working on the computer.
54 annual2ooo:
Every Dragon® Magazine - Issues 1 through 250 -
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The UMSPft9K9bie 0?f by John Kovaiic
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THIS OflE BEF-ORt.
SOMETH m* ABOUT
A PALADtH AND HtS
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* HW. [T'S ^
THE ONE WHERE 1
THE PRIEST SAY&
aOtf, you MEANT MY.
l OH HANDS/* A
56 annual 2ouo
You understood the world once. But then a thousand
terrible things came from the sky and everything changed
You will fight them. You will defend your world.
Until you understand it once again.
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58 annual 2ooo
commoners of Suzail; as the proces¬
sion approached, without any coaching
or command, they all knelt or saluted,
according to their rank, and pressed
forward to touch someone in the pro-
cession. They thereafter fell silent and
followed the funeral train. By the time
the funeral procession reached the
Palace, it seemed that "almost the
entire city" was walking behind old
Bastable Galarth, oldest of the Purple
Dragons to survive the Dragonfall
Battle, He walked alone behind the
coffins in his own battered armor, car¬
rying the riven shield of his dead King
in his gnarled hands.
When the royal remains vanished into
the Palace, the citizens turned to talk,
reminisce, and pray at impromptu altars
set up by priests of every faith and
stripe save the most evil. Thereafter,
they roamed the city from tavern to
tavern, raging in their grief and looking
ready to tear apart any foe of ventures too near without knowing Regency and the blessings of the
Cormyr-or anyone they saw as such- just how to do so.” (Knowledge of the Dowager Queen. The infant king was
wilh their bare hands. proper approach is said to be shared not shown to the people until the Royal
Harondro saw a shipmaster from by the Royal Magician, Lady Laspeera Anointing and promenade three days
Westgate, who made the mistake of of the War Wizards, Royal Sage later, wherein the nobles of the realm
laughing at a jest, vanish under the Alapahondar, the Steel Regent, the swore fealty to the Regent and then
furious fists and clawing hands of fat Dowager Queen, and at least two paraded their war strength before the
Cormyrian goodwives, who screamed others: one within the realm and one surviving royals and the citizenry of
the names of dead sons, husbands, and without.) SuzaiL
relatives as they struck. Above all rose No memorial was raised at the site of Azoun Rhigaerd Palaghard Duar
constant keening of "For Azouni” and either royal passing, for as Filfaerii said, Obarskyr, Dragon Prince of Cormyr,
“The Purple Dragon!” “I do not want to look at where my Right Royal Duke of Suzail, and King
Cloaked in protective magics, Azoun Azoun died and see a stone" Ascendant of the Dragon Throne,
and Tanalasta were interred in the Courtiers agree that the real reason Stagmaster of the Realm and Lord
Royat Crypt, deep beneath the Palace no memorial stones were placed was to Admiral of the Western Fallen Star
of the Purple Dragon. His Majesty was prevent them becoming rallying-places Waves, is a vocal, chubby-cheeked babe
laid lo rest in his armor, clasping his for foes of the Crown. However, in a with dark hair; piercing, gold-flecked
brown eyes; and an already strong-
59
0
The boy King’s father is said to be, in
the words of the relevant royal procla¬
mation: “Rowen Cormaeril, nobly born, a
young man and true, who came to the
gods-blessed union fully pardoned by the
King—and who gave himself in the strife
C7he Cormyte Regency so that Cor my r could rise again.”
Nothing more is said or confirmed
about Rowen’s fate or standing, and
those who ask questions about such
* Otoe Rjegevifr speaks and acts as a ruling monarch* with ait
matters too loudly have received
mult, Hides, and courtesies, hut cannot exile, Imprison, unwelcome visits from bands of War
Wizards guarded by grim Purple
endanger, or end the life of any Obarskyr or throne heir,
Dragons who’ve warned citizens openly
nor commit such ngals to marriage or the judgments of that they’re just waiting for an excuse
/ore^n powers, nor accept their abdication or renunciation to sink their swords to the hilts in any
traitor to the realm.
of crown or birth rights, It’s somehow become an open secret
around the Dragon Court that the Royal
Magician has taken blood and tissue
* & Regent cannot bind Cormyr or its troops, monies, or
samples of Azoun V, Alusair, and
territory in any disposition, arrangement, or pact with for- Filfaeril for use in cloning or other
magics. He’s said to have hidden sets
eign powers intended or tgreed-upon to outlast the Regency.
of them in several places, none of
which is the vault treasonously vandal¬
* Regent can execute any being- only for treason or mur¬ ized during “the Bleth Affair.” Visitors
are warned that this is considered a
der, and then only with the avowed public agreement of at Crown secret. The penalty for speculat¬
least three senior peers of the realm not related by blood or ing or discussing it—if overheard by or
reported to the authorities-is imprison¬
marriage to the Regent or to each other. One of the peers
ment and unpleasant magical interroga-
must be a serving Purple Dngon officer or nVar ("Wizard tion by War Wizards, followed by
execution if treason of intent or action
not related by blood or marriage to the Regent or Hie other
is discovered.
supporters,
60 annual 2 oo<
hundred years), the Royal Sage, and Magician does not discuss. Nor should before both of them disappeared
any other surviving Obarksyrs .” he ever be addressed as “Vangey" by "within a shimmering."
The rules governing this Regency persons desiring to comfortably abide
were crafted by Vangerdahast in light in Cormyr thereafter. THE DOWAGER
of the actions of Salember the Rebel, When not at Filfaerifs side, DRAGON QUEEN
who refused to surrender the realm to Vangerdahast is often giving orders to
the rightful Obarskyr, Rhigaerd, and En the senior War Wizards. He's proud of Queen Filfaeril Sefazair Obarskyr
brief are described to the left. the loyal brotherhood of mages he (female human, Ftr3, NG)
In truth, much of the day-to-day leads, considers them essential to the (Mirtul 4, 1311 DR- )
governance of Cornyrian affairs is, as survival and good governance of The Dragon Queen is a brilliant, insight¬
always, in Vangerdahast’s hands. Cormyr, and he is determined never to ful woman (and master chess player)
However, recent events have so let them grow over-proud, corrupt, or who holds clearer foresight of future
events and intrigues yet hatching than
New Prestige Class; Class Features per day (gases included); if the result
Purple Dragon Highknight Weapon and Armor Proficiency: The of the first save is unfavorable, a sec¬
highknight is proficient with all simple ond roll can be attempted. At ioth
A highknight of Cormyr is a recently and martial weapons, all types of level, immunity to secondary damage
created rank of service to the Crown. armor, and shields. Note that armor becomes automatic. This is a supernat¬
Trained in Court etiquette and realm check penalties for armor heavier than ural ability.
law as well as in the use of weapons, leather apply to the skills Balance, Magic Resistance: At 3rd level, by
highknights are regularly mind-read by Climb, Escape Artist, Hide, Jump, Move exposure to spells {working with a War
War Wizards to guarantee their contin¬ Silently, Pick Pocket, and Tumble. Wizard), the highknight gains resist¬
ued loyalty, as well as to guard against Dauntless Guard: Beginning at 1st ance to a single chosen magical attack
magical influences or impostors posing level, when a highknight guards a form, such as cold, electricity, fire, or
as real knights. Highknights usually known or familiar area in accordance acid. During each round of damage
draw difficult duties, such as investi¬ with orders, such as a single room, from that sort of magic, subtract 1
gating suspected traitors among the doorway, or passage, he gains the fol¬ point from each die of damage suf¬
ranks of superior Purple Dragon offi¬ lowing abilities while fighting in that fered by the highknight. This immunity
cers or the nobility, or guarding roy¬ area: improves to 2 points per die at 6th
alty or unpopular visiting envoys. * ■+£ Strength level and 3 points per die at gth level.
In Cormyr, highknights speak with * +2 Constitution This is a supernatural ability*
royal authority, and they can always * +2 resistance bonus on all saves Natural Armor: The highknighfs nat¬
gain audience to any royal or Court * +4 dodge bonus to AC ural armor rating improves by +1 at
personage (though they’ll face penal- The increase in Constitution raises 4th level, and an additional +1 at 8th
lies for frivolous use of this privilege). the highknight’s hit points by 1 point level. This is an extraordinary ability.
Most highknights are fighters, but per level, but these hit points go away Uncanny Dodge: At 2nd level, the
Filfaeril and Vangerdahast (joint cre¬ the moment the highknight moves highknight does not lose his Dexterity
ators of this rank) desire the office to away from the area or ceases fighting bonus to AC from being flat-footed. At
be open to bards, rangers, and other or defying possible foes. This is an 7th level, opponents do not gain any
persons difficult to fit into the normal extraordinary ability. attack bonuses for flanking the high¬
Court hierarchy. Rowen Cormaeril, for Poison Resistance: At 5th level, a knight.
example, has been accorded the rank of highknight gains a second chance on
highknight, as has his brother Beliard, Fortitude saves vs. any poison once
bladebrother to Alusair and bastard son
of Azoun IV. Both would otherwise
share exile with the rest of their family. Fort. Ref. Will
Highknights can be encountered any¬ Level Attack Bonus Save Save Save Special
where in the Dragonreach and Dragon t +t +2 +0 4*0 Dauntless guard
Coast, but they are most likely to be 2 4-2 +3 4-o 4-0 Uncanny dodge
found in Cormyr proper._ (Dex bonus to AC)
3 +3 +3 +t +1 Magic resistance 1
To qualify to become a highknight, a 4 +4 4-4 +t Natural armor +1
character must fulfill all of the follow 5 +5 +4 +t +1 Poison resistance
ing criteria: 6 +6 +5 4-2 4-2 Magic resistance 2
Alignment: Any good 7 +7 +5 +2 +2 Uncanny dodge (can't be
Race: Any flanked)
Base Attack Bonus: +8 8 +8 +6 4-2 -t-2 Natural armor 4-2
Feats: Dodge, Endurance, Great 9 +9 +6 +3 +3 Magic resistance 3
Fortitude 10 +10 4-7 +3 +3 Poison resistance (immu¬
nity to secondary damage)
The highknrghfs class skills (and the key Levd: Thfi level of the highknight.
ability for each skill) are Balance (Dex), Attack Bonus: The highknighfs attack bonus, added to the character's normal attack bonus.
Concentration (Con), Diplomacy (Cha), Fort. Save: The save bonus on Fortitude saving throws, added to the character's normal save bonus.
Listen (Wis), Move Silently (Dex), Sense Ref. Save: The save bonus on Reflex saving throws, added to the character’s normal save bonus.
Motive (Wis), and Spot (Wis). Skill Will Save: The save bonus on Will saving throws, added to the character's normal save bonus.
62 annual2ooo
Vw nobles wunb bo admit" itr+ 621lusair is now Hie best battle master in the realm.
they permit passage inlo any part of ing against the Tuigan hordes. she strikes the eye as slimmer and
any royal fortress, as well as access to Her contrary nature when dealing more agile than most warriors wearing
any member of the royal family or any with her Father and resulting extended the Purple Dragon. The armor, a gift of
court or military official, up to and absences from the realm stem from the dwarves, earned her the nickname
including Vangerdahast himself. Unlike the impatience she inherited from “the Mithril Princess," a term largely
the Purple Dragon rings, they don’t Azoun-save that she got thrice what ignored these days in the shadow of
compel enforced obedience from such he ever had. the more popular “Steel Princess”
officials, though such a person would Accomplished in battle, strategy, hard appellation.
be wise to treat the bearer of such a living, and the mastery of horses, Her eyes are oak-brown, and at their
pendant as a superior officer. Alusair has spent most of her life fight¬ corners, her face is just beginning to
Each Knight Royal has three full ing and riding the Stonelands with acquire its first wrinkles.
knights squired to him as understudies, noble sons and heirs of the realm who Alusair was reconciled with Azoun
and from the ranks of these “rising admiringly dubbed her “the Steel when they fought the Tuigan horde, and
knights,” impromptu bodyguards can Princess” for her battle-prowess and she subsequently rode on patrol with
quickly be assembled for all Obarskyrs spirit. Though few nobles want to admit Purple Dragons stationed throughout
and court officers desiring or needing it, Alusair is now the best battlemaster Cormyr, trying to learn all she could of
protection at any time. (general) in the realm-though better in the kingdom so she could serve it ably
raids and skirmishes than in matters of as a battlemaster.
THE STEEL REGENT diplomacy and pomp. Now that her Regency has come,
As Alusair grew older, shattering a lot Alusair has discovered she hates Court
Princess Alusair Nacacia Obarskyr of her youthful ideals on the hard life and diplomacy every bit as much as
(female human, Ftrao, CG) swordpoints of reality, she became she feared she would. Her anger at her
(Eleint gr 1335 DR- ) much closer to her father. She still lacks role makes her precise, clear, and cold
A rebellious tomboy in youth, the hot- patience for the endless revels, gossip, in her diplomatic dealings, but the wise
tempered, impulsive youngest child of and meaningless Court ceremonies. advice of Vangey and Filfaeril, coupled
Azoun and Filfaeril rose to prominence in Alusair has ash-blonde hair but black with her own battlefield experience,
The realm (and won a place in the hearts eyebrows. Although she stands as tall as means that she misses few nuances and
of the common Folk) for her valiant fight¬ any knight In her mlthril plate armor, usually does the right thing.
Her primary aim now is to rebuild awarded them the Cormaeril lands, serving as the Regent's sword in places
the morale and military strength of the but they’re useful in ferreting out Alusair can’t spare the time to visit.
realm by reclaiming all Cormynan terri¬ conspiracies, shifting loyalties, and (See page 28 of Cloak &t Dagger)
tory and getting folk back onto their hidden schemes by means of Giogfs
land* She must do this without letting buffoonery at feasts and revels, and Laspeera Naerinth
investors from Semhia and Westgate Cat’s careful observations of the (human female, Wizi6, NG)
get too firm a hold in Cormyr, and she reactions to Giogi. Laspeera was made Lady Eveningsplre
two summers ago by Azoun IV (who
64 annual 2oo<
DISCONTENTED EXILES PROBABLE REBELS
GFbrest -
‘-vi'Spfi!
f\ /W\A - ’ 7 /YX\-
Wyvernspur on Jester's Green and the he can make his mark and earn thereby-just as soon as the
main army under the King. respect back in Saerloon and Obarskyrs go to the trouble of win¬
Storn sees raking the throne as his Selgaunt. If the stiff-necked Obarskyrs ning the city back for him. Dardreth
best way to wealth, and the clearest would just allow themselves to be cares not who sits on the Dragon
path to achieve that is to marry Alusair bought, they and their countryfolk Throne or talks first at councils, so
and then dispose of the other could live in luxury in an ever-grow¬ long as he can get both hands on the
Obarskyrs in an "accident" He’s wary ing realm that would soon swallow the royal treasury whenever he desires.
of the War Wizards' mind-scrying-with rest of the Dragon Coast.
good reason, for they've already DUNDERHEADS
reported his treasonous thoughts to UNSCRUPULOUS
Laspeera and Vangerdahast. So far, The great bulk of nobles, like the com¬
he's done nothing, but arranging a trap Those nobles who care nothing for moners beneath them, are what
for him is something on the War laws, allegiances, or appearances—save Alaphondar is wont to call the “loyal,
Wizards' "to do" list. as such things affect their luxuries, muddling dunderheads."
profits, and lifestyles—this group has Of these, those showing some energy
CLEAVING TO SEMB1A many members, but its most energetic and ambition of late include:
proponents include:
Emlar Gold sword Estetner Ebonhawk
(human mate, Frrzf/Rog^ CN) Fraeyer lllance (human male, Ftr5, NG)
Emtar is a greedy mercenary who hates (human male, Ftr6, NE) Estelner is the young, nervous Baron of
and fears the Obarskyrs (he came Fraeyer is a tall, thin, darkly handsome newly-created Warmshores (the hilly
within an inch of being executed in and soft-spoken cold heart. He's one of coastal country west of Suzail where
Death of the Dragon), and he would the younger and better-traveled of the western edge of Cormyr meets the
prefer a Cormyr ruled by a merchant this traditionally “difficult" family and Dragonmere). Warned often by royal
council. He was judged a possible spon¬ is now the most energetic in promot¬ agents to guard his crops well because
sor of rebets by the Crown but is both ing his family's interests, which follow the realm needs them (that need will
loo cowardly and too wise to actively the motto: “Freedom from all laws, and make his fortune), Estelner is eager to
rebel, a spur to all profits, daggers for our show well in royal eyes and become
foes, and a pox on all lawmakers and someone important.
Belmer Huntcrown keepers.”
(human male, Fn^/Rogg, NE) Forigar Silverhorn
A load-faced, fat middling son of a Melot Silversword (human male, Ffr6, LG)
many-branched family, this quietly (human male, Ftr4, CN) Forigar is the Earl of Starwater, a
ambitious collector-of-wines is shoui- The suave, aging, still-handsome head recently-founded territory consisting
der^deep in Sembian intrigues and quiet of the Silverswords is a self-serving, of the eastern bank of the Starwater
investment cabals. He specializes in greedy man who deeply enjoys the across from Marsember. Forigar is an
forging business alliances between timid pleasures of life despite the costs to old veteran Purple Dragon known for
merchants who recoil from trading those around him who might suffer his girth, stubbornness, and slow wits.
companies and costers, and using their from his appetites. He was made an earl both as a
pooled funds to speculate on goods reward and to catch smugglers who,
shortages and buy properties. lahadinol Longbrooke during the fighting made unchecked
Thus far Sembian city holdings (human male, Ftr8, LN) use of his lands.
(having by far the greatest value Lahadinol is a bluff, burly, bearded man
among available properties In the ter¬ who cares only for appearances-he Lord Brestim Talcontin
ritory he’s Familiar with) have been should always look heroic, the (human male, Ftrg, LG)
Belmer's chief interest, but he's Obarskyrs should keep the kingdom An aging "dapper dandy," Brestim
increasingly looking at Marsember and strong and prosperous so it can serve returned rich from life In Amn to
the coastal lands east of it, and think¬ him best as a playground, and so on. A wrench his way through Suzail's “high
ing of how much coin could be made if coward at heart, Longbrooke always society.” There he's fast becoming
he quietly founded his own port... seeks lo do and say the right rhing-but known for amusingly thick-headed
when the goblin hordes come, he'll be utterances and deeds—and a monade
Talados Thundersword one of the first to break and run, that's constantly flying off.
(human male, Ftry, CN) despite his splendid armor.
A brawling, hunt-loving young giant UP-AND-COMERS
with a love of swordplay, plentiful Dardreth MaHiir
wine, and even more plentiful women, (human male, Ffr6/Rog6, CE) The ambitious or recently fortunate,
Talados was gifted some Sembian A cold and calculating older son of these are the ones to watch. They are
investments by a dying uncle some the Marliirs, Dardreth regards his tackling life with some energy and will
years ago and has become very rich. brother Dauneth as a servile idiot inevitably make things happen as they
He sees Suzail as ripe for buying, Dardreth seeks to win true Of secret) spectacularly succeed or fail, notably:
warehouse by shop by house, so that rule of Arabel and endless riches
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Brester Orthwood Barandos has the added talent of he mg a Hector Daimtinghorn
(human male, Ftr3, NG) pleasant person, not the least sanctimo¬ (human male, Ftrn, LN)
The mGSl restless and competent son of nious or difficult. He's also one of the The head of his house and veteran
this recently-ennobled house, Brester is very few Cormyrians who places his naval officer in the service of Cormyr,
a man who gallops wildly into the thick coins where they'll do the most good for this greying patriarch was shocked by
of whatever is his latest enthusiasm. the realm first. the revealed ruthlessness of Filfaeril
His fancies don't last long, but he man¬ Barandos is no fool, however—and and Tanalasta in the Council of Iron
aged to becoming enthused with fight¬ when others do him dirty, he likes lo hire (see Death of the Dragon), as well as
ing at just the right time for Cormyr adventurers to get even for him rather the battle-skills of Alusair and he was
and was noticed doing so; Crown than doing such dirty work himself. shocked into awe and almost worship
agents are watching him to see if he ll of the Obarskyr women. This is the
make something of himself—or fall Korvarr Rallyhom greatest realm in all Toril, and these
under ihe influence of evil folk or foes (human male, Ftrg, LG) are royals he's proud lo serve. He'll
of the Crown. A valiant lionar of the Purple Dragons give his life for them without hesitation.
who resigned his rank due to the
Darvaer Huntinghorn actions of his younger brother (as seen Roland Emmarask
(human male, Ftrg, CG) in Death of the Dragon), Korvarr (human male, Wiz6/Ftr6, LN)
A master huntsman and sometime spon¬ marked himself for royal attention with Head of the Emmarask family, Roland is
sor of adventuring bands to make forays his valor in aiding and defending Crown known to be a thoughtful student of
into the Stonelands, this young noble is Princess Tanalasta. Shaken by what he Cormyrian history, especially of dis¬
smart, self-effacing, courteous, and saw of blood, death, and betrayal in the putes among merchants and nobles. He
doing exactly what the Crown hopes alt fighting, Korvarr has become the always takes "the long view," trying to
nobles will do. He's a bit too good to be Crown s strongest ally among the see what's best for the realm, and
telling either his cousin Alaphondar (the
Idamoar Hardcastle
true, and Crown agents are closely nobles, quietly urging them to support (human male, Ftrm, LG)
watching his forays against trolls, gob- this or that Grown suggestion or Idamoar is the head of his house and a
lins, and ores in the Stonelands-in case decree, pointing out both high and self- balding but still vigorous man. His
he turns out to be secreily meeting with serving reasons to do so. War Wizards sons Guldrin and Rathtar died bravely
Zhentarim or worse. have suspiciously probed his thoughts in the fighting. After returning to
on many occasions, looking for any sign Suzail, with her own father and sister
Elvran Torchtower of him building future treason but have still unburied, Alusair personally took
(human male, Flrb, CG) found only guilt and a need to serve. the news of his sons to Idamoar. The
One of the few nobles of this youngest His rank was personally reinstated by moment he saw her at his gates in her
generation to seem eager and happy Alusair (whom he’s now hopelessly in blood-drenched armor, tears stream¬
doing sword-service with the Purple love with), and Korvarr might well soon ing down her face, he knew why she'd
Dragons, this tall, quiet, competent man rise in royal service. come. Yet he felt so honored by the
is being watched to see if hell make a way she told him the fates of his sons,
good battle-officer. He's already a STAUNCHLY LOYAL and the thanks she gave, that she
lionar, and he might yet become one of somehow lit a tamp in the darkest day
the youngest ever battle-masters of The Crown traditionally counts "the of his life. She's met with Idamoar
Cormyr. Crown families" of Crownsilver, several times since, taken him drinking
Huntsilver, and Truesilver as loyal, with young nobles and made him
IN FAVOR though their actions during Ihe Bleth laugh, and all but bullied him into
Affair have made the Obarskyrs look fathering more children in his twilight
Barandos Hawklm hard at them. The Wyvernspurs and years. He reckons he owes the Steel
(human male, Flry, LN) Rowanmantles have both traditionally Regent his Eife back and will spend it
“The Hawk of Hawklin ” remains as pop¬ and recently demonstrated personal for her if he must.
ular and prosperous as ever. This keen- loyalty to Azoun IV and are also
willed, shrewd investor is as debonair deemed loyal.
with the ladies as ever, but he has held There are nobles, however, whose
to his integrity through several covert loyally was proven during Death of the
War Wizard tests and earned much Dragon. Many of them died demon¬
Crown respect thereby, Unshakably hon¬ strating their loyalty; of those who did
est men are a rarity in any realm, and not, the most prominent are:
greatly unfortunate further regrettable (and commoner's hut) all across
incidents would be to the financial Cormyr.
future of Cormyr,” the Steel Regent Any or all of the sons among these
sent back this blunt message: "While might well challenge for the crown if the
Sembia concerns itself with coins, we realm is weak or imperiled at some later
purple policies of Cormyr worry about food, lives, time; speculators would do well to
and having our swords ready. With remember such names as Beliard
In the fledgling days of the Regency, our larders bare, the ores and goblins Cormaeril, the brothers Dauntryn and
Cormyr has rebuffed envoys from wiiJ look east to Sembia and see a land Deice Dauntinghorn, Brace Skatterhawk,
Sembia and Westgate with stiff that hasn’t yet enjoyed its share of and Ondryn Thundersword-among
requests to “allow us time to order the 'regrettable incidents/ The Crown of many, many others.
realm once more without your pressing Cormyr fondly hopes ihat the good Should any such shadow-kin of the
requests to spend coins among us that merchants of Sembia, when next Obarskyrs move to take the throne,
come with strings firmly attached to counting their coins, find some wisdom others of similar standing are sure To
them” Increased trade is welcomed, but lying on the fab!e-and for once, pause hotly contest their right to rule-and
an increased Sembian or Westhavian long enough from their money-grub¬ Cormyr could well experience a
presence (warehouses, businesses, bing to pick it up.” bloody civil war. The stability and
agents, and property purchases) is not. Alusair is determined to retake longevity of the Obarskyr rule have
Alusair has signaled that this might Arabel before the next snows fly, and thus far made the strength and pros-
change in the future, but such changes then scour both the King’s Forest and perity of their realm, and if that fails,
wifi be at her own pleasure—which the Hullack Forest of all ores, goblins, Cormyr could rapidly become an array
never Flourishes under duress. brigands, and monsters. If holding of tiny, warring “vestpocket" baronies
In contrast, merchants from the Cormyr secure means building a line of like the Border Kingdoms on the Lake
Dales have been openly welcomed and fortresses along the edge of the of Steam.
encouraged to settle, found new busi¬ Stonelands, that's what shell do. Azouns philandering was so ener¬
nesses or wayposts of their established At the same time, although Cormyr getic that when he married Filfaeril on
concerns, and offers of Cormyrian officially welcomes neither the Harpers Eleint 2, 1329, he was compelled to offi¬
armed escorts for caravans have been nor any other independent organiza¬ cially renounce his favorite pastime.
made. tions, Alusair wants an unofficial Though the proclamation was no more
At least one Zhent agent has agency of the Crown to spy on the specific, it was openly identified by one
demanded the same treatment and been doings of exiled Cormyrian nobles and indelicate noble as "wenching his way
coldly refused, but representatives other known foes of the realm in through the nobility of Cormyr." When
from Hillsfar and Elversult have been Sembia and Westgate. She wants the Azoun came to the throne En 1336 DR,
politely encouraged into negotiations on agency independent of the War Vangerdahast ceremonially reaffirmed
the same topics-dealings that despite Wizards, though, and doesn't quite the King's commitment to be faithful to
attractive offers from Cormyr seem to know how to do that-or if she can his Queen and the needs of the Throne.
have stalled in endless meetings. trust the agency to serve only her if Unfortunately for Cormyr, the dead
When Sembia reacted angrily lo she asks GJarasteer Rhauiigan to estab¬ King's many unofficial offspring have
being treated less favorably by Cormyr lish it. made no such commitment—and it's
than these more distant places, the Alusair doesn’t anticipate being left likely, in the years to come, that one or
Steel Regent coolly requested the alone to pursue such ends, however; more of them might see their rightful
immediate pay men I of outstanding loans she expects Faerun to soon hand her place as on the Dragon Throne and
and debts in the matter of the road¬ too many crises to handle. Zhent and actually do something about it. ^
works near Daerlun. She also Dragon Cult ambitions, Westhavian As the long-ago Cormyrian bard
demanded the salvage of the Sembian plots and schemes, and rebel doings in Londlas of Immersea sang:
caravels Jhalavanther s Luck and Lady Marsember are some of her primary
Rubytresses, which Cormyrian navy concerns, for example. Then there’s the “No backwater realm of trees this be.
vessels towed to Marsember after they matter of royal pretenders... Most favored Cormyr, dear / love thee,
were abandoned in the Neck, sunk to For as I sit under my favorite tree, Every
the waterline and endangering other peril of Faerun comes to visit me, ”
shipping.
Malanker Gadroun, Lord Factor of
Westward (the western border of
Sembia) has protested against these
demands personally to the Sled Regent. Pretenders
She then promised to sheathe his own
ceremonial sword up his backside if he It’s common knowledge in Cormyr that
ever spoke so haughtily to her or any Azoun, and many of his ancestors
other Cormyrian again. before him, have had a way with the
When his report brought a stiff ladies, and that bastard offspring of
warning from Ordulin as to "how royal blood dwell in many a noble house
68 annual2ooo
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Oh QUESTS THAT SEEM1NN0CENT BUT and defeat the Empire, and so on. Others
trust the PCs' integrity and have no
ACTUALLY FURTHER THE CAUSES OF EVIL. vested interest or in pul as fo what the
PCs do. Unless the PC is apprenticed to
his mentor, the Teacher has her own
Karoom the Corrupt, who murdered her Sauad Leader agendas and other students.
brother, she gladly gives them healing Because of their wisdom and skill, Squad A Teacher who strictly advises could
potions, directions to his keep, and Leaders can easily steal glory from the be a PCs mother, a wise priest, or an
advice on how to defeat him. PCs. Therefore, be cautious in their cre¬ old bard who knows many legends. Such
A mentor like Basala, who might ation and in playing them. All of the mentors work well because they possess
appear once or twice in a campaign, is a advice here applies to any mentor com¬ a lot of wisdom about life but know little
Helper. Pul simply, this common mentor panion who travels with the PCs, tf anything about solving puzzles or
type is a plol device that appears when regardless of whether he’s in charge. fighting dragons.
the PCs need specific help-perhaps a Try to find creative ways to limit the i
small gift or information to get to the Squad Leader's raw power. An older
adventure's next stage.
Always have an extra Helper ready Adventure Rook: The “Honest" Bureaucrat
in case something goes wrong—the PCs
get lost, nearly all of them die, they can’t Lord Crabot, the PCs’ Sponsor Mentor, appears honest,
solve a problem, and so forth. However, but he’s actually a corrupt bureaucral. He manipulates the
be sure to devise a plausible reason for information he gives the PCs, making his enemies seem
the Helper to show up. guilty of horrible crimes, though they’ve done nothing
The Helper doesn't fix the PCs’ prob¬ wrong. The PCs are paid to seize, harass, or kill these
lems herself. Instead, she gives Ihem a enemies. They think they're doing a good deed until
fresh perspective or a better opportu¬ they find out the truth.
nity to do it themselves. For example:
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Sponsor Adventure Rook; Sliding Toward the Dark Side
H
The Sponsor is the best archetype to
use early in a campaign because he can When The campaign began, the PCs’ Sponsor, j
a
give missions to start the ball roiling as Brogfel the High Priest of Tyr, was proud, honest, h
well as provide background information and noble. However, after Tyr refused to heal his j j
to set up future events and ease the dying sister, Brogfel became despondent then j It
players into the campaign world. maniacal. He has turned to evil, systematically III
Common Sponsors are rich mer¬ destroying the religion he helped build. The PCs M1jk
chants, nobles, priests, and scholars- must defeat him or find a way to get him back I||
people who have the resources to equip under control. || Si
the PCs and provide for their training.
But don’t make the Sponsor too gener¬
ous, otherwise the PCs will become
over-equipped and complacent. truth is revealed, mentor gifts might A popular Shadow, used as a
The best Sponsors have limitations become curses, and other adventurers Sponsor, is the mysterious benefactor.
to their giving. An exiled prince wont be might distrust the PCs. This mentor keeps his identity secret
able to reward the PCs substantially until Shadows can sometimes be redeemed while financially supporting the PCs and
he retakes the throne. Remember, most by the heroism of their students. The providing them with missions.
people don't have powerful artifacts and PCs might grow dose to their mentor, Don’t use the Shadow too often
magic items. Those who do keep them and when they discover his evil nature, as a major NPC, because players will
to themselves. they might want to turn him because begin to unfairly distrust every mentor
The agenda of an important Sponsor, They’re determined he’s good inside. you introduce.
like an exiled prince seeking to retake his Whether this works is up to you, but
throne, can often become the central PCs should be rewarded for trying such
quest of the campaign. valiant actions.
Shadow
Nol all mentors are conspicuously good
guys. These mentors have secret, possi¬
bly sinister agendas. An NPC fulfilling
the role of any other mentor type can
also be a Shadow.
A sinister Shadow might send PCs on
quesrs That seem innocent but actually
further the causes of evil Ultimately, the
PCs' loyalties are strained when they end
up in conflict with the Shadow. After the
101 Evil Schemes*
101 (Mostly) Foolproof Plots for Villains
by E.W. Morton
The measure of a villain is his motive. With that in mind, here are
dozens of villainous schemes for your consideration. Use them as story
ideas or simply fantastic rumors. Use them as hooks and background.
Use them alone, or strung together. But however you would use them,
just remember that it’s the scheme that makes the villain.
©
A vampire, Ii red of undeath, uses magic
is secretly being held captive by an ally.
The advisor hopes to take the throne
from The “mad king” after he starts a
A foreign agent hires an evil dragon to to switch bodies with a living woman. war and alienates his supporters.
prey on local livestock. The agent hopes The victim of this scheme, now undead
that local heroes will slay the dragon and consumed with unimaginable
and that its sire, a great wyrm of leg¬ hunger, is on a ravenous murder spree,
endary power, will descend in rage upon regretting her actions but unable to help A woman seeks adventurers to confront
the land. herself. When confronted, she begs to an ancient evil. What she doesn't say is
©
be returned to her own body. that the evil will be freed when tres¬
passers enter its lair. The woman is a
foreign agent who wants this misfortune
A madman hires the PCs to bring him a to befall the land.
sphere of annihilation. He has been col¬ A nemesis of the PCs has devised a
lecting such items for years and plans
on conjoining enough of them to rip
apart the fabric of the universe. The
nasty strategy; He leads several carrion
crawlers inl o I he PCs* camp. The para¬
lyzing carrion crawlers soften up the
©
The tarrasque has been devastating the
madman, an expert at controlling the PCs for the main attack. countryside, but a planewalking “tar-
spheres, plans to destroy the heroes rasque hunter” has recently opened a
using the sphere they bring him.
©
A frost wizard decides that all of
vast gate with which to whisk the crea¬
ture away. All the traveler needs are a
few volunteers to lure the tar rasque into
society's problems can be blamed on the porlai. The mad “tarrasque hunter” is
A wizard seeks spell components ihat he emotions. He begins replacing people actually trying to destroy his home world,
plans to use to transport his city to rhe in his homeland with simulacra, as per as the tarrasque will be deposited there.
Upper Planes, where it will forever exist the spell.
in peace, A local warlord, whose armies
will no longer face opposition once the
wizard’s city is gone, secretly inspired
this idea.
o
A tanar’ri ventures into a high technol¬
ogy universe to acquire a nuclear
A conniving rogue has devised a means
by which to bring down the PCs. With
the help of a wizard, he crafts a set of
weapon. Such technological devices do cursed items, each of which is a replica
74 annual 2ooo
of an object carried by one of the PCs. result of a manipulative koboid that has destroying several communities to warm
One by one, he replaces each of the become an "imaginary friend” to several his own,
PCs valuable items with its cursed children, whom it is using as larcenous
replica. pawns.
O
Elves are long-lived but not immortal. A wizard collects monsters and keeps
A bored god of strife has provoked a
healed argument between several god¬
desses, persuading them to pick a mortal
One decides that she will become the them in a menagerie. She hires powerful arbiter. Regardless of this arbiter’s deci¬
latter. She founds a cult in her name adventurers to collect them. Little do sions, he is likely to upset at least one of
and demands unswerving loyally from they know that she plans to use them to the goddesses, who will bring misfortune
her followers, even though she knows attack a college of magic that banned upon him and his companions.
that this results in their execution for her for her evil experiments.
heresy. She hopes that this sacrifice in
her name will further her quest tor
immortality. A necromancer has been digging tun¬
An ore general has found an interesting nels between Ns manor and the city
use for a dan of giants. He has the graveyard to steal corpses. When a
giants toss ores with feather fail cast on grave digger discovers the tunnels, the
A lich is weary of meddling in the them over the walls of each city his mayor calls for help with catching the
affairs of the mortal world and wants to horde encounters. These ores make their necromancer and his zombie minions.
die. He doesn’t want anyone to take his way to the city gates and open them
accumulated treasures without effort, so before the startled defenders can react.
he threatens a nearby city with destruc¬
tion unless some adventurers hazard the An ancient lich has uncovered the hid¬
dangers of his lair and destroy him. ing place of a hibernating vampire. To
m
A flock of cbakers has made an alliance
with a sadistic merchant, who now "sells”
A tyrant fears that the people will revolt
if not taught thal his harsh ways are
necessary. He tricks two powerful guilds
into a vicious conflict and uses it to jus-
tify his ruthless policies.
rid himself of this potential rival, the lich
poses as the vampire and preys on the
local populace. When confronted, The
lich flees into the vampire’s crypt then
teleports away, leaving the PCs to finish
the cloakers to unsuspecting buyers, as off his enemy.
rhe monsters are almost indistinguishable
from fine cloaks. Together, the merchant
and ihe cloakers hope to seize control of A clever band of gargoyles has chosen
the immediate area. as its home a city in which ranged Magic items are all but priceless. A
weapons are forbidden and statuary is fledgling wizard realized this and has
commonplace. They can hide amid the created several items that look magical
inanimate gargoyles decorating the using Nystufs magic aura. He has put
A madman, obsessed with studying the rooftops and can fly unchallenged. these items up for sale, claiming that
psychology behind fear, has created a Attempts a I driving them away have yet they’re actual magic items.
golem to spread panic. The madman fol¬ to succeed.
lows his evil creation, observing as it
terrorizes the local peasantry.
© A priest of an evil sea god, posing as a
O
A mangy clan of gnolls resides in the
A mercenary captain looking for
employment poses as a highwayman. His
mercenary company is hired and inter -
navigator, leads a passenger vessel into
kraken territory, where he plans to sac¬
rifice the ship and its passengers to a
city sewers and works to cave in these lionally fails to capture the highwayman. minion of his wicked patron.
underground pipelines. If they are not When others are asked to join in the
stopped soon, the damage to the city’s hunt, the mercenaries decide to frame
foundations will be too great, and the the newcomers for the robberies.
population above the surface will be A messenger from the Upper Planes has
forced to flee the resulting ruin.
© become as evil as the fiends he fights.
The celestial hires the PCs to battle a
©
Upstanding members of the community,
Of late, winters have been especially
harsh. A conjurer tries to fix the prob¬
lem by traveling to the Underdark and
fiend he is hunting, but he intends on
helping the fiend defeat them. He
believes that he can better rally support
all of whom claim to be innocent, appear opening vortices to the Elemental Plane for his cause if the PCs become martyrs.
to have committed all manner of petty of Fire. His plan will flood many miles of
crimes. The crime spree is actually the inhabited caverns with magma,
the crown, the king accuses them of celestial beings to cast it. The fiend has
having been hired by a neighboring gathered a small army of Its kind and
kingdom to steal it, thus justifying a dec¬ wants to enchant them, allowing them to
The leviathan is a creature of good, laration of war. operate freely on the Upper Planes. All
ever fighting the evils of the sea. the fiend must do is lure some celestials
Sahaugin send agents to an island nation into a trap it has set using hired mortals
with fabricated stories aboul the evils of as pawns.
the leviathan, stories supported by A vigilante has hounded the guild master
“leviathan attacks” that are actually
sahaugin raids for which the leviathan
has been framed.
of a local thieves guild for years. To
stop this, the guild master assassinates
several citizens of questionable but for-
0
A local human king, tired of elves
givable morals and frames the vigilante. harassing his nation's loggers, hires a
People begin to fear that their protector hand of adventurers to deliver a mes¬
has finished with thieves and moved on sage of peace to the elven court.
With the help of a cloud giant clan, a to those who commit the smallest of Unknown to the messengers, the scroll
wizard has discovered a spell that can offenses. The citizens now seek some¬ carrying this message has been coated
m
destroy magic cloud islands. The wizard one to hunt down the vigilante. with a poison that afflicts only elves.
has already tested his spell on the isle of The king hopes to provoke the elves
the cloud giants, sending most of the into open warfare.
dan plummeting to their deaths. He now
plans on dispelling a cloud island Inhab¬ In a city where the ownership of quality
ited by a silver dragon to steal the pets is a status symbol, an evil trans-
dragon's treasure. muter has polymorphed his many dop- Everyone thinks about vampires, but no
0
Rakshasas have conquered an entire city
pelganger minions into fine animals and
sold them to the nobility. Once each
noble owns one of these false pets, the
doppelgangers, which can counteract
one ever remembers the insidious lamia.
One particular lamia is feeding off the
local population and throwing off inves¬
tigators by spreading rumors suggesting
with one swift attack and then masked it polymorph spells on a whim, will replace the presence of a vampire.
with powerful magic to preserve an illu¬ the entire upper class,
sion of of normality. Rumor of the attack
is rampant but no one is sure which city
the rakshasas now control. & A coven of hags shares a friendly
To avoid being caught, a vampire devel¬ wager. They hope to humiliate an adven¬
ops a spell that gives people a strong turing party by having one of the
aversion to garlic, sunlight, running adventurers unintentionally kill another.
An old man claims to have escaped the water, and mirrors. Whenever a new The first among the hags to successfully
slave pits of a powerful warlord. He has hunt for the vampire begins, the crea¬ pull off this scheme wins the bet.
the layout of the warlord's fortress
memorized and can lead interested par¬
ties straight to the throne room. In real¬
ity, the old man is the warlord himself,
ture casts the spell on someone else,
leading hunters to believe that the spell's
victim is the vampire being hunted.
Currently, the vampire plans on making
0
A crafty rogue has been pursuing an
looking to fake his own death so he can a “Troublesome” paladin or priest this uninterested maiden for some time. When
work from the shadows. unique spell's next target. a dragon attacks the countryside, the
0
The monstrous yuan-ti hope to smuggle
0
A wizard has been dominating powerful
rogue sees his chance. He convinces the
local villagers that they must sacrifice the
object of his attention to the dragon. He
plans to kidnap the girl when she is left
their ruler out of their lair In a particu¬ individuals to use as pawns with a for sacrifice. Unfortunately for all, the
lar city. They infest the market with unique variant of the dominate person dragon hears that a maiden is being
deadly serpents, creating a diversion. As spell that not only controls the victim offered and plans to show up for dinner.
the citizens panic, the serpentine ruler hut also causes that person to believe
of the yuan-ti is on the move. that the source of the spell is someone
of the wizard's choosing. Using this
special spell, the evil wizard frames a
0
A band of lizard folk has decided to
powerful, good-aligned rival. divert a river and flood a city, which
An aging warrior-king wishes to die in they will then claim as their own.
battle and so must start a wan He gives
his crown to some of his men and hires
a band of adventurers to reclaim the
0
A fiend has created a spell that allows
Fortunately, a traveler has glimpsed their
riverside excavations and asked adven¬
turers to investigate.
Item, which the king tells them has been recipients to become native to the
stolen. When the adventurers acquire Upper Planes, but it must sacrifice many
76 annual 2ooo
in value more than the contents of every where the jars shatter and unleash their
m
ocean in the world. lethal contents: green slime!
©
An evil priest poses as a member of a
Local hobgoblin bands have enlisted a To monopolize a given trade route, a good-aligned church to gain political
human traitor as a spy. The spy has ruthless conglomerate of merchants power. In return for an annual human
concocted special ink that is visible only enlists the aid of several goblinoid tribes sacrifice, the evil priest’s patron pro-
to darkvision, and he has been writing to attack rival caravans. tects him from detection by members of
messages to the hobgoblins on the sides the church. To fulfill this year's sacri¬
of wagons leaving his home city. fice, the priest secretly builds a dun¬
m
A planar explorer bottles the waters adventurers to investigate,
from the River Styx and somehow pre¬
An ore general is planning on attacking serves their mystical amnesia-causing
a certain city, in the sewers beneath properties. He returns home to wreak
this city, the ore has raised a large herd vengeance upon his enemies by stealing An aging sage has discovered the lair
of rust monsters. Unless they are dis¬ their memories. of a lich and agrees to lead the PCs
&
covered and destroyed, they will be there to confront the creature. The
unleashed upon the city armory, crip¬ sage doesn’t actually want the heroes to
pling the city’s militia even as the ores slay it for he hopes that the lich will
move to attack. A con man is selling false treasure somehow help him cheat death. If nec¬
maps. To insure that his scheme essary the sage will turn on the PCs to
remains uncovered, each of the man’s save the zombie lord from destruction.
©
One of the nobility discovers that the
dormant volcano. If not intercepted, the
priest casts earthquake upon the moun¬
tain and triggers a violent eruption.
his reign of terror is for someone to
convince him to willingly give up the
divine gift he has received.
king is sending a peace offering to one¬
time enemies and convinces the people
that their king has betrayed them. The
citizens support the nobility in a political An efreeti has created a band of almost
©
The sultan of the efreet decides to flex
coup unless the truth is revealed. unstoppable minions by granting a dan his muscles by brightening the flames
of trolls their wish to have immunity to of the sun and turning the world into an
fire. The trolls now stalk the land with arid desert. To prevent this, someone
impunity, ruling in the name of their must travel to the City of Brass and
A greedy wafer elemental has opened a efreeti ally. convince the sultan that his malicious
vortex in the middie of the ocean and is display of power isn’t necessary.
intent upon draining the seas back into
the elemental plane from which they
came. To stop the elemental from turn¬ An army of goblins laying siege to a vil¬
ing the world into a desert, the creature lage has devised a wicked lactic, They A seafaring merchant has hoarded
must be offered something that it would begin catapulting stone jars Into the city, grain. He wants to sell it at the highest
price he can. To this end, he has mortal, whom it plans to have take the spirit with that of a doppelganger, and
secretly infested his vessel with vermin blame for any interference it's inspired. then returned him in the doppleganger s
from a distant continent* These vermin body but in his own form. The abductee
will cause terrible crop blights in his
homeland unless someone keeps them
from being brought ashore.
0
A clockmaker building a clock tower for
is unaware that he is now a doppel¬
ganger, but the PCs might learn this fact
and think their henchman is an imposter.
the city requests the .PCs' help to rid his When they find the doppelganger in
0
A drow learns that a surface elf has
tower of gremlins. In truth there are no
gremlins. The clockmaker was paid to
assassinate the PCs and he equipped the
their friend’s body, they might assume
the worst and believe him to be a real
shape shifter*
been coflecting cursed items and storing clock tower with deadly traps*
them in an anti-magic vault. Looking to
wreak havoc, the drow slays the elven
collector and distributes the cursed A villain, using a magical portal, has
items far and wide. A medusa has decided to build herself a traveled back in time. Fearing that the
sanctuary constructed of petrified villain will try to change the past, the
humanoids* Towards this end, she PCs must use the same portal to go
has enlisted the services of notorious back after him. The villain does not
An island temple has been declared kidnappers* actually dare interfere with history. His
taboo; should any mortal set foot within real goal Is to keep the PCs out of the
it, terrible plagues will ravage the land. A present so that his allies’ present-day
man whose wife died of an illness wants schemes go unchallenged.
everyone to share his misery. He seeks The PCs learn that an ancient Etch has
to find and enter the temple. tempted one of their spellcasfer allies,
&
A treaty with the local elves prohibits
convincing the man to become a lich. To
save their friend’s soul, the PCs must
prevent the ritual that will transform him
into one of the undead.
To discourage thieves, a mighty wizard
once cut a deal with a powerful, evil
entity, insuring that any unauthorized
human travelers from harming any veg¬
etation in the surrounding woods. An
evil cfan of minotaurs is using this to
their advantage and has been planting
©
A vampire has gained control of one of
persons entering his keep would be
transported to a replica of the keep on
the Lower Planes. The wizard has long
since passed away and no warning
brambles for years, turning the wood the PCs’ former allies. She hopes that remains about his extradimensional trap.
into a giant hedge maze. the PCs will attempt to save him, for she
O
A young cleric has been given the
suading him to retire from adventuring*
honor of conducting a special holiday An evil wizard has set out on a venture
ritual. Her lazy brother, long jealous of To generate distrust among the PCs, to the center of the world, from which
her success in life, has been interfering one of their long-time foes has kid¬ he plans to retrieve a powerful artifact*
with the preparations for the ritual, try¬ napped and later returned one of the He will be stopped only if someone else
ing to make her look incompetent. The party members. The abductee has no ventures through the Underdark and
clergy fears that evil spirits are behind memories of his abduction but radiates beats him to the prize.
the mishaps, moderate Enchantment magic. The villain
has no real control over the abductee;
78 annual 2ooo
©
To remain the best in the land, a
©
Of late, the waters of the bay are
©
One of the PCs’ nemeses has reformed
breeder of prize chickens steals his becoming murkier, driving away wildlife and hopes to earn redemption by fight¬
rivals' chicken eggs and replaces them and making life difficult for the fisher¬ ing evil at their side. Unfortunately, one
with cockatrice eggs* These eggs hatch, men. The source of the silt is a ruthless of this individual’s evil rivals sees an
and the cockatrices run amok across the wizard, who is using his magic to pollute opportunity to destroy both the PCs and
countryside. the bay. He hopes that this will force an their newfound ally; this foe has
elusive mermaid to surface for capture. recruited some of the reformed villain’s
.©
unearth it. the icon but instead wants the noble to A kraken with a taste for land-dwellers
be executed so that no one remains 1o has developed a potent magical talent
attest to the exact size of the noble’s that allows it to open magical doorways
gem collection, from which the thief will connecting its lair to other watery
An infamous bard wants to add to his pilfer a fair percentage. locales. The sea monster has been using
legend. He helps the PCs defeat a par¬ this magic to snatch victims through
ticular beast but then turns upon them poofs, wells, and even bathtubs*
so that he can claim to be the sole sur¬
vivor of the glorious quest. Even if the A bitter dwarven weaponsmith has
bard fails to murder the adventurers, made it his mission to spread misery
stones of his deeds will be spread sim¬ throughout the world* To this end, he The city has fended off several umber
ply for making the attempt. sabotages every weapon he makes. hulk attacks, but the monsters are learn¬
©
An evil treant has decided to wage a
Though all of his wares appear to be of
the highest quality, each fails dramati¬
cally after several weeks of use.
ing* They have started working as sap¬
pers, destroying city structures from
below. If the umber hulks are not
stopped, the city will be undermined and
war against civilization using animated collapse.
trees as soldiers. The treant has
attacked several hamlets* The survivors A particular rogue was raised to dislike
of these strikes have fled, believing the wizards, and he has found a way to do
forest to be cursed* away with them. The man breeds book¬ With the birth of his daughter sixteen
worms, which he makes sure to unleash years ago, an evil game hunter appar¬
upon any tome or library he can reach ently gave up his wicked ways. He
using his roguish talents. retired from hunting and reared his
A baron hires adventurers to eliminate a daughter to be a perfectly virtuous
band of goblins that has been destroying young woman. In truth, the hunter is
his crops and digging up his fields. What using his daughter in a sixteen-year-old
the baron doesn'r tell those in his A villain's follower has convinced both scheme* Once adventurers make the
employ is that the goblins are actually the villain and his heroic rivals to travel surrounding woodlands a safe place in
searching for their young, whom the through a magical portal. The henchman which his daughter can stroll, he hopes
baron has kidnapped to work as slaves plans to destroy the portal, sfranding his that she will befriend the wood's elusive
in his mines. It is the location of these boss and his enemies so he can to take unicorn, bringing it into the open so that
hidden mines that the goblins seek with over his former master’s criminal empire. he can claim its horn as a trophy. (Jj
their mysterious excavations*
try Monte Cook * illustrated by D, Alexander Gregory
8d annual2do6
CLASS SKILLS
Skill Points at Each Level: 4 +
modifier
Balance (Dex)
Bluff (Cha)
Escape Artist (Dex)
Hide (Dex)
Innuendo (Wis)
Listen (Wis)
Move Silently (Dex)
Perform (Dex)
Pick Pockets (Dex)
Sense Motive (Wis)
Spot (Wis)
Tumble (Dex)
* Size Combat: At 4th level, the trickster can use a dimension door
trickster gains a +1 competence bonus as a spell-lke ability once per day
to attack all creatures larger than Small as a free action as if he were a
size. This is an extraordinary ability. sorcerer of his trickster class level
* Extended Illusion; At 51 h level
one of the Illusion spells the trickster
can cast is forever treated as being
extended, as per the feat Extend Spell,
though with no modification in level
This is a supernatural ability.
mm mm
Mi _5
mi
1 ■ JS
Jack Dav slipped quietly through the shadowy halls of the Grand Viziers
T he Royal Heralds serve as the
eyes and the ears of the Queen,
palace. His fingers had been twitching throughout the length of the Reporting directly to Lord
seemingly endless wedding reception. but patience had won out Now, with Chamberlain Kell Fleming, the Heralds
the palace quiet and the viziers "elite guards^ unconscious behind himt he travel far and wide, gathering informa¬
was finally free to complete his mission. tion as they go. Most people see the
Royal Heralds as little more than a
The lock clicked open under Jacks expert fingers. After moving into the
group of diplomats, messengers, and
viziers private studyr he paused briefly to let his eyes adjust to the
errand-runners, and that's exactly
darkness. A quick glance about the room located the enormous portrait of how the Heralds want it.
the vizier-without the warts of course-thaf according to his intelligence
reports, concealed a secret compartment containing the empires war plans. HISTORY Of THE ROYAL HERALDS
His smile was cut short by a light appearing behind him and the chortle The first Royal Heralds were exactly
that: messengers of the Crown. Over
of the vizier's chief of security. “So, it would appear that we have found a
the years, however, the monarchs of
spy Guards hurt him ” the kingdom had occasional need for a
As Jacks far-from-ceremonial rapier leaped Into his hands he couldn't particularly trusted errand-runner or
help thinking, Thank Pelor for Sergeis fencing lessons! information gatherer. When a wise lord
chamberlain (whose name has been lost
to history) grew fired of repeatedly
recruiting such trustworthy individuals,
he created a network of skilled agents
that would report directly to him. Once
identified and recruited, each new
Herald was Trained in spycrafi and dipio-
macy-at first by the lord chamberlain
himself, and later by the chamberlain's
hand-picked officers and senior agents.
Within a generation, the group's
founder had passed on and been
replaced. But the network of Heralds
lived on, thriving in the kingdom s
82 annual 2ooo
climate of political intrigue. As time bards and rogues, with their appropriate The Lord Chamberlain,
passed, the organization continued to array of class skills—tend to make better Kell Fleming
grow. While occasional lapses in secu¬ Heralds than others. Still, the Heralds
rity have threatened to pull away the employ plenty of fighters, monks, and Male human, Gth-lEvel aristocrat/
Heralds’ cover of secrecy, they have rangers; a cleric, sorcerer, or wizard Gth-level herald
managed time and again to turn crises with the right mix of spells can also be
into opportunities. an exceptional Herald. Druids, paladins, Strength 10 (+0) Fort. Save +5
Today, no one person knows all the and barbarians tend to make poor Dexterity 15 (+2) Ref. Save +9
Heralds' identities, but it Is believed that Heralds, though rare exceptions exist. Constitution 12 (+1) Will Save +13
the group numbers over two hundred. Ifs rumored that the Lord Chamberlain Intelligence 12 (+1) Alignment Nfi
Lord Chamberlain Kell Fleming retains employs a few assassins for particularly Wisdom 16 (+3) Speed 30
his leadership of the Heralds, though he devious assignments. The most prized Charisma 16 (+3} Size Mifflin
secretly realizes that even he is no Heralds, of course, are those who actu¬
longer fully in control of his network ally advance in the herald prestige class. Armor Class 12 Melee Attack +B/+3
of spies and agents, (See below.) Bit Points G5 Ranged Attack +1D/+5
A Herald’s most important ability
HERALD RESPONSIBILITIES scores are Charisma, Wisdom, and Special: Evasion, false alignment, non-
The chamberlain assigns some Heralds Dexterity. While Heralds tend to have a detection, sneak attack +3d6, uncanny
for “internal duties " meaning that they wide range of skills, aptitude in interac¬ dodge (Dex bonus to AC),
restrict their activities to within the tion, detection, and stealth are critical. Skills: Bluff +16, Diplomacy +18, Gather
kingdom. These Heralds watch for Skills such as Bluff, Diplomacy, information +13, Intimidate -ho, Listen
potential insurgency, foreign spies, gov¬ Disguise, Forgery, Hide, Listen, Move +10, Read Lips +5, Search +5, Sense
ernment corruption, and other problems Silently, Search, Sense Motive, and Motive +13, Spol +9.
facing the kingdom. They pose as minor Spot are all important to a good Herald. Feats: Alertness, improved Initiative,
officials, traveling merchants, itinerant Gather Information is a must-if a Quick Draw, Skill Focus (Bluff).
performers, or even adventurers, Herald can’t dig up rumors, he’ll have Languages: Common, Dwarven, Elven.
depending on the Task and area. trouble handling missions. Spells Known (5/4/4/.2): o-daze, ghost
Heralds working within the kingdom Above all else, a Herald must be sound, guidancet mage hand[ prestidigi¬
can count on strong support. Most jun¬ absolutely loyal to the Queen. The Lord tation; change seif, charm person,
ior Heralds work "internal” until they Chamberlain doesn't accept even the glib tongue, message; 2nd- detect
prove their ability to work Independ¬ rumor of disloyalty, and he won’t hesi¬ thoughts, invisibility, lords charisma,
ently. They file frequent reports to tate to use magical means to confirm suggestion; 3rd-detect scrying, illusory
their superior officers and are kept on or dispel such suspicions. script
a short leash. Possessions: +2 dagger, ring of mind
The majority of Heralds are assigned PC HERALDS shielding figurine of wondrous power
to “foreign affairs." These Heralds Obviously, player characters who belong (silver raven), goggles of night
travel to other kingdoms far and near, to the Royal Heralds have a dual alle¬ Background: Kell Fleming was a typical
where they use Iheir formidable skills to giance: both to their fellow adventurers lazy aristocrat working as an assistant
learn the kingdoms' secrets, deliver and to the Crown. This can create many to the former Lord Chamberlain when
clandestine messages, rescue prisoners, interesting situations, but it shouldn't be he stumbled across a secret meeting of
kidnap nobles, or foment discord. Most allowed to interfere with the group's the Royal Heralds. Faced with the need
carry a title like “emissary" or “ambas¬ enjoyment. PC Heralds can have a to control the possible leak, the Heralds
sador* that helps get them into foreign longer leash than other Heralds-per- decided to recruit Fleming rather than
courts. Those working incognito might haps the PC is a special operative who silence him. To their (and his) good for¬
pose as traders, wealthy travelers, or works only occasional missions, or a tune, Fleming took to the work with a
even minor royalty. “sleeper agent” who waits for a passion and proved a natural at spy-
Heralds assigned to foreign kingdoms particular event for activation. craft. Over the years, his contacts
must rely almost completely on their It also isn’t critical that all characters among the nobles of the land proved
own abilities. Only rarely can the Lord belong to the Heralds, though any extremely useful, and when the former
Chamberlain supply any assistance to Heralds in the group should keep either chamberlain died in his sleep two years
these faraway servants. In some cases, the organization's motives and activities ago, the Queen named Fleming as his
Heralds must go without contact from relatively quiet or be absolutely certain successor.
home for months or years. Stories per¬ of the group s ability to keep secrets.
sist of one Herald who posed as a spice
merchant in a distant empire for six BENEFITS Of MEMBERSHIP
years before he was able to complete The chief benefit derived from mem¬
his mission, bership in the Royal Heralds is the
authority vested by the Queen. Every
REQUIREMENTS FOR MEMBERSHIP Herald, from the rawest recruit to the
The Royal Heralds accept characters of most senior veteran, carries with him
all classes, though some—particularly the authority to act in the Queen's best
Jherrith Martdrakesson, Former Herald
84 annual 2ooo
ALLIES to the Royal Heralds and give the Lord Melea Arbrynnen, Royal Herald
Due to their need for secrecy, the Royal Chamberlain some idea of their loyalty
Heralds don't have true allies. Individual to the Crown. female half-elf, IstTevel herald/
agents often have many contacts, • The PC members of the Heralds Sth-level rope
resources, and safe houses that they are assigned to spy on one of the
use from time to time during missions. Queen's ministers. The Lord Strength 10 (+0) fort. Save +2
Chamberlain suspects the man of being Dexterity 10 (+3) Ref. Save +10
WITH A TWIST... a traitor to the Crown, but he needs Constitution 10 (+0) Will Save +5
If you want a different spin on the strong evidence because of the man's Intelligence 14 <+2] Alignment LN
Royal Heralds, here are a few options. connection to wealthy families. At the Wisdom 13 (+1) Speed 30
* The Heralds serve the Lord DM s discretion, Fleming’s suspicion Charisma 15 (+2) Size M (5" 4“)
Chamberlain as his personal secret might or might not be well-founded-the
police* without any authorization or minister might be a spy, a double agent, Armor Class 15 Melee Attack +4
knowledge of the Queen. Eventually, or even a patsy for someone looking to Hit Points 25 Ranged Attack +7
Fleming plans to use his network of cover up his own illicit activities.
spies and assassins to launch a coup. * The only copy of a peace treaty Special: Evasion, false alignment, sneak
* The Heralds don't actually work for between the PCs' kingdom and a neigh¬ attack +3d6, uncanny dodge (Dex
the Lord Chamberlain at all—that's just boring land has gone missing from the bonus to AC, cant be flanked).
what the person who recruited the PCs Royal Depository. While the document Skills: Bluff +it, Diplomacy +7, Gather
wants them to think. In actuality, the in question doesn't contain state secrets Information +iit Hide +12, Listen +13,
Royal Heralds are an independent or other valuable information, Its loss Move Silently *12, Read Ups +11,
organization dedicated to digging up the could prove a serious blow to future Search +11, Speak Language (Gnome),
secrets of every kingdom in the region. talks between the two kingdoms. The Spot +8.
Feats: Alertness, Dodge, Expertise.
86 annual2oou
Table 2: Herald Spells Known N.ew Spells
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CUT IN
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88 annual2ooo
Give Your Game
Dragon Magazine
Map
Roleplaying Strategy
Dungeon Master Advice
Ne^ D&tD Rules
ADVANTAGES DISADVANTAGES
{over single-class cleric) (compared to single-class cleric)
* More bit points (on average) - Slower spell progression
* Better base attack • Worse Will saves
* Better Fortitude saves
- Proficiency with all martial weapons
* Four bonus Feats
* Access to weapon specialization
* Access lo fighter class skills
9o annual 2ooo
a bonus feat, and a +1 base attack WIZARD OR SORCERER?
bonus. What you lose is skill points, The s pel (File her and spell sword are multi cl ass arcane spe I Icasfers—rogues and fighters,
and, of course, a level of your second respectively. The sample level progressions use the wizard class as the spellcasting class for
both of these multi classes. The main reason For this is that multi classing already slows down
class* You can begin as a fighter and
She process of gaining new spell levels, and advancing as a sorcerer instead of a wizard
then multiclass to paladin to help you
would only compound that effect. Also, a sorcerer’s slightly better weapon selection offsets
mastert sayt the mounted combat feats
one of the primary benefits of taking another ciassr making the sacrifices a little harder
earlier than you would otherwise, but because the payoff is slightly smaller. Otherwise, sorcerer is not at all a had choice for these
the price you pay is waiting another multidass combinations, particularly since they tend to focus on a small selection of core
level before you get your special mount spells anyway.
(as well as the other class abilities of
the paladin). If you start as a fighter
and then multidass to rogue, your skills base attack bonus and the extra feat ICONIC MULTICLASSES
really suffer for want of the bonus you might have had if you had started While the "cheesy mulficlasses” are
points at ist level. Assuming you have as a fighter. ways to gain a slight edge for your
an above-average Intelligence, youl! character, iconic multiclasses are class
start with four or five skills at 4 ranks A Level of Sorcerer combinations that represent a distinct
each. When you reach and level and You probably won’t want to start your character archetype, in the same way
take your 1st level of rogue, you’ll get g character as a sorcerer with the inten¬ the eleven standard classes do. These
or to skill points—allowing you just five tion of advancing primarily in another iconic multfclasses include the champion
or six skills at 5 ranks. If you'd started class. Starting with only 4 hit points, (deric/flghter), nature’s champion
as a rogue, you’d have nine or ten skills even with a high Constitution, is quite a (druid/ranger), scout (ranger/rogue),
at 5 ranks by 2nd level. That really drawback for a fighter-type, and 2 skill skald (barbarian/bard), spellfilcher
hurts a rogue, whose skills are one of points hurts a rogue-to-be. Still, sor¬ (rogue/ wizard or sorcerer), spe 11 sword
her best class abilities, cerer is not a bad class to pick up at (fighter/wizard or sorcerer), and the
2nd level—you’ll get a handful of useful trac ke r (b a r bar ran / ra nger).
A Level of Cleric spells that you can cast many times. Each ’Iconic multidass" has a sug¬
There's nothing to sneeze at here. Your Pick those spells carefully, since they’ll gested level progression that maximizes
whole party will thank you for the extra need to be as useful to you when the benefits from each class. An even
healing potential you bring to the you’re ioth level as they are at 2nd level progression is often not the best
group. You'll start with a decent 8 hit level You can also get a familiar, plan, particularly when spellcasting
points (plus your Constitution modifier), though it won’t advance as it would if classes are involved. However, if nei¬
the ability to turn undead, and a you were gaining sorcerer levels. As ther class is a character's racially
respectable handful of spells to con¬ usual, the price you pay for all this favored class, a more even level pro¬
tribute, whether in combat or for heal¬ extra flexibility is the levels you would gression is a good idea. The level pro¬
ing afterward. As with a level of otherwise have gained in another gressions offered are suggestions only.
fighter, though, you’ll suffer where skill class-along with the hit points, skill
points are concerned. If you multidass points, spells, and the other class fea¬
by taking a class of fighter or another tures of your second class.
combat-oriented class, you’ll miss the +1
ADVANTAGES DISADVANTAGES
(over single-class druid) (compared to single-class druid)
» More hit points (on average) - Slower access to spell levels, maximum
* Better base attack 8th-leve1 spells
* Better Fortitude saves * Slower wild shape progression
■ Class abilities: two-weapon fighting. Track, * Weaker Wifi saves
favored enemies, ranger spells
* Access to ranger class skills
ADVANTAGES DISADVANTAGES
(over single-class rogue) (compared to single-class rogue)
* More bit points (on average) * * Slower access to class abilities
* Better base attack
■ Better Fortitude saves
* Class abilities: two-weapon fighting. Track,
favored enemies, ranger spells
* RogueTs skill points and class skills overlap
where it counts: Hide. Listen, Move Silently,
Search. Spot
ADVANTAGES DISADVANTAGES
(over single-class bard) (compared to single-class bard)
* More hit points (on average) ■ Slower access to most class abilities and
* Better base attack bard spells
* Better Fortitude saves * Other skills suffer for the sake of Perform
92 annual 2ooo
CHARACTER CHOICES ■tVJl 1■
Druids and rangers have I he same skill point allot¬ 1 :f- ||Rgr 1 fi pp +2 +□ +0 10 Track, favored enemy, two-weapon fighting
ment per level (4 + Inr mod) and a nearly identical 2 HgRgr r/Drd 1 +1, 8 +4 +0 0 and ist-level spells, nature sense
’4
list of class ski Us. Most natures champions avoid 3 > jpiRgr i/Drd 2 +2 - "V -• +.5 *0 +3 JL Woodland stride, feat
skills that are class skills for only one of their '4. vTT gRgr i/Drd 3 *3 +t +3 22 znd-level spells, trackless siep.
classes, choosing instead to maximize thetr ranks in @11 ability increase
the skills that are common to both classes—key 5 1| Rgr z/Drd 3 H- +1 +3 27
l+fi
nature skills like Animal Empathy, Handle Animalf 6 ||| Rgr 2/Drd 4 H *7 +1 +4 Resist nature’s lure. Feat
.........
In I u it Direclion, Knowledge (nature ), and 7 Rgr 2/Drd 5 +5 : : TO +7 +1 *4 35 3rd-level spells, wild shape (t/day)
Wilderness Lore. 3 glRgi-3/Drd 5 I+6/+1 i+7 +2 +5 40 Ability increase
Most nature’s champions find that the ranger’s ff 111 Rgr 3/Ord 6 wjjrji+z HI +3 +6 44 Wild shape (2/day), feat
free Feats—Trackf Two-Weapon Fighting, and 10 gPg^/Drd 7 i +S/+3 pFTs“ +3 +6 48 4th-level spells, wild sh3pe (3/d ay)
Ambidexterity-a re all the combat feats they need, 11 KgRgr 4/Drd 7 +$/+4 Ijl +9 +3 +6 53 isi-level ranger spells
focusing on m eta magic and item creation feats 52 j Rgr 4/Drd 8 ]+fo/+5 ||||§ +3 *7 57 Wild shape (Large), fear, ability increase
instead. They have a reputation as prolific brewers *3 . jRgr 4/Drd 9 j^tio/+5 ® +1° +4 *7 gth-level spells, venom immunity
of potions. pRgr 5/Drd 9 : ; +to +4 +7 06 Second favored enemy
■Rgr q/Drri to . +11 +4 +8 70 Wild shape (4/day), feat
16 ; p Rgr S/Drd 11 -H3/+8/+3 || +” +4 +8 ; ■ 6th-leve! spells, wild shape (Tiny),
ability increase
m H«r 5/Drd e |pj/+g/+4 +5 '!) Wild shape (dire), Feat
18 %r 5/Drd i3p4/+9/+4 H +12 *5 >9 -W 7th-level spells, a thousand faces
[//Rgr 5/Drd 14^15 -10/^5 M +13 +5 +ip 86 Wild shape (5/day)
50 Pgr 5/Drd T5 |+tS/+u/+;8/H t| +13 +6 +10 90 Bth-level spells, wild shape (Huge),
Wm timeless body, ability Increase
Character Class Avg
CHARACTER CHOICES ■J! Ill [s-FP
Rogues have many more skill points than rangers, Rog 1 +G +0 Sneak attack +id6, skills!
so most scouts focus on a selection of skills that Rgr i/Rog t -h +2 +0 Track, two-weapon fighting,
are class skills for both classes. Starting as a rogue martial weapons, favored enemy
at 1st level means that a scout can have maximum Rgr i/Rog 2 Evasion, feat
*3
ranks in these skills and a good selection of others. Rgr 2/Rog 2 +0 Ability increase
4 *3 +3 +3 *9
When advancing a ranger level, the scour can Rgr 2/Rog 3 +1 22 Uncanny dodge (dex bonus),
5 +4 +4 +3
improve these core skills; when advancing a rogue sneak attack +2d6
level, she can improve all her skills. 6 Rgr 3/Rqg 3 +2 Feat
+5 +4 +4
A scout's ranger class gives her three free +6/+1 +5 +2
7 Rgr 3/Rog 4 +4 3°
Peats: Track, Two-Weapon Fighting, and 8 Rgr 4/Rog 4 +7/+2 +2 ist-level spells, ability increase
*5 +5 35
Ambidexterity, Most scouts focus on the archery +7/+2 ■1-5 +2 Sneak attack +3d6, feat
9 Rgr 4/Rog 5 +5 3l
feats: Point Blank Shot, Precise Shot, Far Shot, 10 Rgr 5/Rog 5 +S/+3 +2 Second favored enemy
+5 +5 43
Rapid Shot, and Shot on the Run. Some prefer u Rgr 5/Rog 6 +9/4-4 +6 +6 46 Uncanny dodge (can't be hanked)
+3
feats that pur their Dexterity to good use and +4
15 Rgr 6/Rqg 6 *W+5_ +7 +7 Ability increase, feat
compensate for the light armor they prefer, like Rgr 6/Rog 7 Sneak attack +4d6
■3 +11/+6/+1 +7 +7 +4 54
Dodge and Mobility. 14 Rgr 7/Rog 7 +12/+7/+2 +7 +7 +4 59
15 Rgr //Rog 8 +13/+8/+3 +7 +8 +A 62 Feat
36 Rgr 8/Rog 8 +14/+9/44 +8 +8 +4 67 2nd-level spells, ability increase
l7 Rgr 8/Rog 9 +14/+9/+4 +8 +5 7° Sneak attack +5d6f feat
r8 Rgr 9/Rog 9 +i5/+io/+5 +9 +9 +6 75
19 Rgr g/Rog 10 +1B/+11/+6/+1 +9 +10 +6 78 Rogue special ability
20 Rgr to/Rogio +tj/ +W+//+2 +10 +10 +6 ®3 Third favored enemy, ability increase
93
SPELLF11CHER Combining stealth through skill with stealth
through magic, the spellfEtcher (rogue/wiz-
ard) is the consummate thief. Magic can
penetrate defenses that would foil an ordinary burglar. Some speltfilchers concen¬
trate on mundane prizes-gold, gems, and objects of art—but more commonly, they
target magic items or even wizards’ spellbooks, hence their name.
Spellfilchers advance primarily as wizards, taking rogue levels only occasionally
to boost skill points while getting as many spells as possible.
ADVANTAGES DISADVANTAGES
[over single-dass wizard) (compared to singfe-dass wizard)
* More hit points (on average) * Worse Will save
* Better base attack * Slower access to metamagic feats and
► Better Reflex saves high-level spells
* Rogue co its bar effectiveness: weapon
proficiency, light armor, sneak attacks,
evasion, and uncanny dodge
* More skill points and class skills for thievery
ADVANTAGES DISADVANTAGES
(over single-class wizard) (compared to single-class wizard)
* More hi! points (on average) * Worse Will save
* Better base attack * Slower access to bonus wizard feats and
* Better Fortitude saves high-level spells
■ Fighter combat effectiveness: weapon and
armor proficiency [most wear only light armor),
four bonus combat Feats
ADVANTAGES DISADVANTAGES
(over single-class ranger) (compared to single-class ranger)
* More hit points (on average) * Slower access to class abilities and ranger spells
* Better Fortitude saves
* Barbarian class abilities: rage, fas! movement,
uncanny dodge
- Shared skills like Handle Animal, Intuit Direction,
Listen, and Wilderness Lore
94 a nnu uJ 2boo
Character Class Avg
im
CHARACTER CHOICES
Sneak attack ndG, weapon proficiency
Spellfilchers use spells when they can {invisibility. llRog1 +0 +0 +2 +0 6
2 ^®Rog i/Wiz ! +0 +0 +2 42 8 0 and ist-level spells, familiar,
Silence, knock), often in preference to skills (Hide,
Scribe Scroll
Move Silently, Open Lock), Therefore, they use
3 Rog i/Wiz 2 f +1 +0 +2 10 Feat
their Rogue skill points on Bluff, Climb, Disable +3
Device, Escape Artist, Forgery, Gather Information, 4 Rog i/Wiz 3 ■H +1 +3 +3 12 2nd-level spells, ability increase
NOTHING
ID FEAR
THE ECOLOGY OF THE FEYR
hissed Baron Wolf. "Have with the Naturalists' Guild of Elfmist a power that grips us when the situa¬
you found the La kite scum City, but he recently moved to our town. tion is dire. Some conquer it, some
who strangles my citizens in He is an expert on a creature that succumb to it* but even the bravest
the night?" might be responsible for the killings,” know its touch. A ‘feyr/ on the other
"My lord, the investigation continues." “Why, yes," rasped the elderly hand, is a creature made From that
“‘Continues,5 Blackmon?" roared the scholar* interrupting the First Minister. emotion, nourishing itself with the stuff.
Baron, punctuating the outburst with a “1 study the feyr, sir. Pleased to make It's a parasite, a hunter, a killer. And
fist on his desk, Tm not paying you to your acquaintance." Baron, it is something you don't want
dally about and continue' your investi¬ The Baron looked down at the old running about your city.”
gation. fm paying you to get results, mans outstretched hand, the contempt “Yes, l believe I've heard Blackmon
and get them quickly!” on his face showing how he felt about suggest something like this in the past.
The Baron's First Minister bit back a touching a commoner. What makes you think this is what's
response and instead locked a granite Tr " mumbled Lord Blackmon, stand¬ happening in Opaltown?"
smile on his face, saying: “While I am ing between the pair and brushing aside “Well* I would be more sure if you
pursuing numerous avenues, my ford, the offending hand. “Just skip the pre¬ would help by answering some ques¬
there is someone I want you to meet. liminaries and tell him your theory about tions. The Lakttes began settling in your
A specialist with an alternate theory the murders." city two years ago. Refugees from a
about the rash of strangulations" "Of course. Well, to begin with* the civil war, as I understand it,”
“Does he share your absurd views?" feyr is a poorly documented creature “Regrettably/5 grumbled the Baron.
“Does he want to find the murderer at best—" “A curse they've been too, with their
and not simply blame the Lakite minority “Wait!" snapped the baron. uWhar bizarre rituals and Foreign ways. When
in our city? Yes." poppycock are you selling? Why do they first arrived I imposed a curfew
“Don't waste my time " you speak of fear as if ifs a beast?” and gave them some land near the dump
“Please, sir. You really should hear "Because, in this case* that's exactly to keep them from soiling the rest of the
him out" what it is.” town. When the murders began three
The Baron growled an obscenity that Baron Wolf was rarely at a loss for weeks ago* the culprit was obviously
wasn't an explicit refusal, so Blackmon words, yet the sage's reply had Lakite, so I imposed greater restrictions.
signaled a guard to lead his guest into achieved exactly that. Benedict contin¬ I'd hoped someone would come forward
the Baron's office. ued into the silence. with the name of the killer* but they
“This, my lord, is Arnold Xavier “You see, you confuse the two terms, remained silent* showing no gratitude to
Benedict. Previously, he was affiliated Baron. As you said, 'fear1 is an emotion. those who gave them a new home.”
i iti g*ime terms, whenever a spell is cast lhaf Search check (DC 17) Id find it. Anything less asylums make Ideal hatcheries.
directly manipulates emotion (spells like fear, than ideal conditions (clean, level floor, good 4. $w the “fear immunity” listing in the appendix
emotion, or cause fear), there is a \% chance lighting, and so on) increases Ihe difficulty of to this article for information about how spells
per level of the spell that a feyr egg is pro¬ The check to DC 25 or more, that inflict or counter fear affect a feyr,
duced. Thus, I he Fear spell cast by a wizard has 3. Rough handling (using a broom ro sweep one up, 5. 3-m the Attached Appendix for statistics on the
a 4% chance of creating an egg. picking one up with hands rather Shan iweezers. larval feyr,
Note that charm spells do not meet this crite¬ and so forth) has a 25% chance of destroying 6. Except for Absorbing emotions from other crea¬
rion as they change the larger g attitude about the eggs. Also, they must be nourished with the tures or eatipg their kin. which are rich in
the easier, nor the target's entire emotional state, emotions of Iwenfy or more fearful or angry stored emotional energy, a Feyr never takes any
z, Feyr eggs arc transparent, jelly like beads. people within 50 feet before zdq days pass or other form of nourishment,
A character looking for one must make a they spoil. As indicated in the text. prisons and 7. Once slain, a leaser or greater feyr s body
96 annual2ooo
"Intriguing,” said the sage, “but I'm
more interested in what skills these
refugees brought with them,”
"Well,” said Lord Blackmon, "The
Lakites are renowned for their glass-
work and pottery* The taxes on that
trade have been a boon for the city
coffers* They also brought scores of
wizards and priests, who freely con¬
tribute their skills for the city’s good ”
"Yes,” nodded the scholar, “Magical
activity, or rather magical accidents, are
required for a feyr’s egg to be created.
Certain spells, especially those manipu¬
lating emotion, create a spark in the
ether when they're miscast. Into that
gap, through a process I’m still studying,
a feyr egg sometimes forms.”
"So, an egg appears and plops to
the floor of a wizards workshop, eh?"
laughed the Baron, "Now that’s a
miscast spell!”
"It’s not like that, sir,” corrected the This is as close as anyone should ever want to get to a feyr.
scholar. “A feyr egg looks nothing like a
hen's* They’re tiny, smaller than a rice
grain* The eggs are almost insubstantial, location downwind of the asylum.” “What? One of these creatures was
invisible in all but the brightest light. One “Larva? What do they look like?” stalking our streets? Why didn't you
ancient text calls them 'ghost eggs”'4 "TheyYe relatively small, perhaps half tell me this, Blackmon!?” demanded
"You said feyrs feed on emotion ” a foot long, and they look like large the Baron.
"Yes, my lord ” interrupted Blackmon* worms with a forked tail. They’re light¬ “I tried to, sir, but you weren’l
Tve read works by Master Benedict weight and can climb walls easily. interested, I believe your quip was, *A
and other scholars, and they indicate Although they feed on fear, their monster attacking Lakites? Can we give
that magic only creates the egg* It is ability to cause it in other animals is it a medal?”’
emotion that allows it to mature. The quite minimal/ The Baron shifted uneasily in his seat,
egg is very fragile, though. If harsh "Once they mature, they reach their then nodded at the scholar to continue.
light hits it or if it isn't nourished within adolescent form, commonly known as a "Actually, Lord Blackmon," inter¬
a few days, it withers away”3 lesser feyr,' The body changes shape to jected the scholar, "your letter neg¬
"The First Minister is right, Baron,” a sphere two feet in diameter white the lected a detail I need to know. Was the
said the scholar* “If, however, a draft Forked tail becomes a pair of tentacles beast attacking or fleeing when your
picks the egg up and blows it like a that it uses to crawl about. During this men slew It?”
speck of dust, it might land in more time the creature is ravenous, feeding "The sergeant reported they sported
fertile ground. Stuck to the eaves of a on emotion both directly and by de- the creature on Griffon Lane, attacking
tenement building or in a shadowy cor¬ vouring its siblings.0 The hunger is never a vagrant* The watchmen chased it to
ner of a poorhouse, it has a chance to sated, though. The beast haunts the the market square, where they cor¬
mature. As long as there are anxious night, seeking more victims to terrorize. nered and killed it."
or fearful people nearby, the egg is "from the description in Lord 1 suspected as much, A lesser feyr Is
nourished, and a larval feyr will hatch*4 Blackmon’s letter, I suspected immedi¬ not very intelligent. It will always attack,
For years we had that problem in ately that it was a lesser feyr that your even when outnumbered. Perhaps it
I Elfmist City until the town council city watch slew in the La kite Quarter thinks more opponents means more vic¬
moved the weekly Mages' Bazaar to a two weeks ago*”7 tims to terrorize. The fact that this one
deflates like a balloon, releasing noxious fumes See ttw appendix to this article for details on to. To clarify, larval feyrs only invoke terror in
over a ao-foot radius that linger for id6 rounds the "budding" ability of the greater feyr* those They physically arrack. Lesser feyrs do
Anyone inhaling the fumes must make a Will 9* What Benttfict says is partially true. If a greater this but also cause if in anyone who witnesses
save (DC 15} or suffer the fear arrack from rhe feyr chooses to migrate, it wilt split into two them attacking a victim. Finally, greater feyrs
beast. The deflated skin of the feyr dissolves SHE) creatures (see appendix): one that stays have these abilities and can also manipulate vic¬
into dusl 3d6 rounds after the beast's death* At behind and one that makes rhe trek to the new tims from a distance while invisible or hidden. In
the DM's discretion, the gas and skin might be location. This is only dene if the feyr believes addition to using its emotion ability to directly
of value in the fabrication of emotion control¬ the new location is a richer hunting ground. For cause fear, a greater feyr uses it for tactical
ling potions or items. Safely capturing the gas simple procreation, a feyr uses the egg advantage. If pursued, it might incite hate in a
and preventing the decay of the skin, however, laytng/smorhering technique described below. band of onlookers in hopes of causing a fight to
might prove difficult* serve as a distraction while it escapes, Another
97
was fleeing indicates it was spawned quite well It begins manipulating events think he'd go after at least a few of his
from an adult or 'greater feyr/” in the community to create even more fellows that were cooperating with the
"A greater feyr?” asked Baron Wolf. nourishment for itself,” non-Lakites. View them as traitors, you
“Yes. Much as larval feyrs feed upon "Nourishment? You mean fear.” know," said Blackmon. “These messages
each other to mature into adolescents, "Well, yes. But I’m unsure if-" and murders, on the other hand, sound
an adolescent feyr attacks others of its “How?” much more like the work of a feyr and
kind on sight. The victor matures into “Well, theoretically, a greater feyr its familiar”
an adult or ‘greater feyr/ Among its can take a familiar, a person to serve as “Walt!" demanded the baron. “Aren’t
skills is the ability to peel off some of its agent. It herds a likely candidate to we jumping to conclusions here?
Sts life force, spawning a lesser feyr.a its lair and then holds the wretch cap¬ Benedict says it’s only a theory. How
This might serve as an alternate tech¬ tive." It crawls on top of the victim, do you know these familiars exist?"
nique for reproduction, but thats only crushing and smothering him, and at the "Although he is skilled,” said
a theory,0 In most cases, however, the last moment allows him a few desperate Blackmon, “Master Benedict is not the
duplicate is expendable, created to per¬ breaths. This continues for several days only scholar to study these beasts,!
form a specific mission such as scouting as the feyr uses its power of despair to found a text by a Master Thadeus that
claimed there have been several cases
BOTH DIRECTLY AND BY thirty years ago. The beast lived in the
capital and ordered its familiar, the
Savored lactic is lo use despairon a victim it cooperating with wererats and vampires have Instead, I he feyr derives greater and greater
is about lo attack to make an ambush more been recorded, but the DM should fed free to levels of terror from the victims as ihey starve.
successful. use any intelligent predalor as an ally. 12. The feyr usually chooses the village idiot or
it. A greater feyr makes irs lair in an abandoned Should the PCs find the iair of a greater some other menially deficient person to be ils
warehouse, sewer, or a similar locale. If it has a feyr, I he DM should roll percentile dice. On a familiar. (See "make familiar” in the appendix at
familiar Through whom ir can negotiate (see 01-50, there are 2d^ ist-level commoners held the end of this article.) Only rarely will someone
below), it strikes a bargain with any other mon¬ captive. On 51-70, there are ist-level com¬ be able to break free of the feyr's control.
ster's nearby. In exchange for the feyr making moners and also an adventurer of comparable Should that happen, though, the poor souks
victims easier targets with its emotion ability, its level to the PCs. Finally, on 71-00, no living vic¬ warnings about ihe feyr are likely dismissed as
partners slay the victim slowly, providing extra tims are found. Captives are kept bound and the ravings of a weak-minded lunatic.
nourishment for the feyr. Cases of feyrs gagged by the familiar, but they arc not fed. 13. In addition to those techniques spelled out in
98 mmuui 2ooo
incredibly terrifying for the victim.
Second, having direct physical contact
might allow it to leech more emotion
from its prey.1-1
“There's a third reason, although \
hesitate to mention it because it is also
theoretical”
“These beasts seem more theory
than fact ” growled the Baron.
“I did say it was a poorly documented
creature,” said Benedict defensively.
“Go ahead.”
“Well, ive described how a misfired
spell from a mage might create a feyr
egg. The feyr s ability to generate fear is
very similar to an emotion spell If the
beast were able to force a victim to
reach an incredible level of terror-an / -
tactics to wreck havoc. One favored ploy is to emotions ro drive the leader to self-destructive nourishment present during their creation,
lurk nearby when its familiar plants false evi¬ behavior}. By neutralizing the moral leadership they are much hardier specimens than those
dence, using the hate option of its emotion abil¬ of a community, a feyr hopes to make the formed by simple spell miscasting. Specifically,
ity on those who discover ihe evidence to whip inhabitants easier pickings for its later attacks, they are Immune to the effects of sunlight, arc
them into a frenzy. It might also lurk near 14. See the appendix for details of the greater less susceptible to damage (treat them as glass
funerals of victims and invoke either despair or feyr’s “smother" attack. beads for hardness, hit points, handling, and
hate to further its schemes. Finally, a Feyr might 15, ff a feyr kills a victim by smothering while saving throws), and remain viable for six
attack civic leaders, either indirectly (having its simultaneously attacking it with the fear option months without nourishment.
familiar uncover or fabricate evidence to of its emotion power, 4b 6 feyr eggs are
99
APPENDIX: THE GREATER FETR, LESSER FEYR, AND LARVAL FEYR
The feyr (pronounced “fear") is a magic parasite, nourished by negative emotions
from humans and other humanoid races,
LARVAL FEYR
Diminutive Aberration
L arval feyrs resemble 6-fneh long, translucent maggots with a single eye and
forked tail. They are spawned by concentrations of magical activity and nega¬
Hit Dice ■/ssdS^t (1 hp) tive emotions such as raget sadness, and terror. Cities with a wizards quarter or
Initiative +5 (Dex) cluster of temples adjacent to a prison, asylum, or ghetto are prime spawning
Speed 15 ft.T climb 10 ft. grounds for the beasts, which lurk in the shadows and drop on victims from
AC 19 (+4 size, +5 Dex) above. Eventually, they mature into lesser feyrs and begin wandering the streets in
Attacks Bite, -4 melee search of victims to terrorize.
Damage Bite idg-4
Face/Reach 1 ft. by 1 Ft./1 ft.
Combat critical wounds, Conversely, a spell that
Special Cause fear
A larva! feyr clings to 3 wall or ceiling, counters fear injures the feyr in a similar
Attacks
avoiding sunlight. If four or more are pres¬ manner, (A 1st-level remove fear acts as
Special Darkvision (30 ft.), fear
ent, they drop from their perches on a lone inflict light wounds.)
Qualities immunity, light sensitivity
individual (usually a child or elderly person) Cause Fear (Sp): Any creature attacked
Saves Fort -it Ref Will -2
and attack. After the attack, all the larvae by a larval feyr must make a Will save
Abilities Str 3, Dex 20, Con g,
flee the scene and seek new perches from (DC to) or be subject to the effects of a
Int 2, Wfs 2, Cha 11
which to hunt. cause fear spell as though cast by a
Skis Climb +7, Hide +8
Fear JimrumiTy (Ex): Larva! feyrs are 1st-lev el sorcerer.
Feats -
immune to magical and nonmagicaf fear. Ssmfight Sensitivity: A larval feyr must
Climate/Terrain Urban
Emotion controlling magic normally has no make a Fortitude save (DC 15) every round
Organization Swarm (idso)
effect, but spells that cause or counter fear it is exposed to direct sunlighl or immedi¬
Challenge Rating V4
respectively act as cure spells or inflict ately die. With a successful save, it suffers
Treasure None
spells of the equivalent level. Thus fear idfi damage.
Alignment Always neutral
cast by a wizard is equivalent to cure
Advancement Range 1-2 HD (Tiny)
LESSER FEYR L esser feyrs have lumpy, roughly spherical bodies about a foot wide, with two
thick 2-foot-long tentacles that serve as legs. They have three gold and copper
Small Aberration eyes set just above very Impressive jaws.
Hit Dice 3d8+6 (19 hp)
Initiative +1 (Dex)
Speed 40 r. Combat fear injures the feyr in a similar manner.
AC 18 (+1 size, +1 Dex, Lesser feyrs lurk quietly in darkened alleys (A 1 st level remove fear acts as inflict light
+6 natural) or stairwells, but once they attack a victim, wounds,)
Attacks Bite, +2 melee; tentacle they show no restraint. They will chase a Fear (Sp): Any creature attacked by a
slam, -3 melee fleeing victim down the street and not break lesser feyr must make a Will save (DC 14) or
Damage Bite id6; tentacle slam ids off the pursuit, even if confronted with be subject to the effects of a fear spell as
Face/Reach 5 by 5 ft-/s ft- superior odds or if their prey Rees into full though cast by an 8th-Ievel sorcerer.
Special Fear sunlight. (See "light sensitivity/1 below.) Additionally, anyone witnessing a lesser feyr
Attacks Fear immunity (Ex): Lesser feyrs are attack must make a Will save (DC 14) or be
Special Darkvision (30 ft.), fear immune to magical and nonmagical fear. subject to the effects of a Fear spell as
Qualities immunity, light sensitivity Emotion controlling magic normally has no though cast by an 8rh-level sorcerer
Saves Fort +3, Ref +2, Will +1 effect, but spells that cause or counter fear SunBght Sensitivity: A lesser feyr must
Abilities Str io, Dex 13, Con 15, respectively act as cure spells of inflict make a Fortitude save (DC 15) every round
Int 5, Wis g, Cha 16 spells of the equivalent level. Thus fear cast it is exposed to direct sunlight or immedi¬
Skiffs Climb +4, Hide +7, by a wizard is equivalent to cure critical ately die. With a successful save, ri suffers
Intimidate +7 wounds. Conversely, a spell that counters idfi damage.
Feats -
Ciimate/Terram Urban
Organization Loose band (sd4)
Challenge Rating 2
Treasure None
Alignment Always chaotic evil
Advancement Range 4-7 HD (Medium-
size), 8-10 HD (Medium-size)
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G reater feyrs have lumpy, roughly spherical bodies often wider than a man is
tall Two massive, 8-foot-long tentacles serve as legs and arms, and a multi¬
GREATER FEYR
Large Aberration
tude of lesser tentacles help to grapple and subdue prey. The greater feyr has Five
Hit Dice i6d8+64 (160 hp)
eyes and four mouths. The mouths are used for combat and terrorizing victims,
Initiative +5 (Dex)
not for feeding, as the feyr feeds exclusively on the emotion of its victims and
Speed 30 ft,, fly 60 ft. (good)
requires no physical nourishment.
AC 22 (-1 size, +1 Dex,
Greater feyrs leave their birthplace and seek out new homes, often migrating
+12 natural)
for hundreds of miles over several weeks. They settle m any place with an ade¬
Attacks 4 bites +16 melee;
quate concentration of emotional energy to nourish them, most often in another
urban area, but greater feyrs have even been known to follow armies across a 2 tentacle slams,
continent, knowing them to provide a steady supply of terror and despair. 414/4-9/4-4 melee
Damage 4 bites 2d6+4, 2 tentacle
Combat Emotion (Sp): five times a day, greater slams id6+2
The greater feyr is more intelligent and cun¬ feyrs have the innate ability to manipulate
Face/Reach 5 ft. by 5 ft./10 Ft.
ning than its previous forms. It prefers to creatures1 emotions as the arcane spell emo-
Special Emotion, fear, improved
work from afar, avoiding combat except rion, although they can exercise only the
Attacks grab, smother
when the odds are in its favor. despair, fear; hate, or rage options. The ability
Special Budding, darkvision
Fear Immunity ($u): Greater feyrs are has a range of 150 feet and affects all crea¬
Qualities (60 ftJ, fear immunity,
immune to magical and nonmagical fear. tures rn a 15-foof radius. Victims must make a
improved invisibility;
Emotion controlling magic normally has no Will save (DC 20) to resist the effects.
make familiar, SR 20
effect, but spells that cause or counter fear Budding (Ex): A greater feyr can split off
some of its life Force to create one or more Saves Fort 4-9, Ref 4-6, Will +12
respectively act as cure spells or in flier spells
of the equivalent level. Thus fear cast by a feyrs under the parent’s control Usually these Abilities Str 19, Dex 13, Con 19,
wizard is equivalent to cure critical wounds. offspring are used for specific, short-term Int 14, Wis 15, Cha 22
Conversely, a spell that counters fear Injures missions such as reconnaissance or to decoy Skills Hide +6, Intimidate +25,
the feyr in a similar manner. (A tst-Tevel pursuers. The feyr can divide its Hit Dice as Listen +13, Sense Motive
remove fear acts as inflict light woundsJ desired between itself and its offspring, as +18, Spot -H3
FaartSp): Any creature attacked by a long as the smaller creature receives at least Feats Alertness, Combat
greater feyr must make a Will save (DC 20) 4 Hit Dice and the parent retains more Hit Reflexes, Flyby Attack,
or be subject to the effects of a fear spell as Dice than any of the offspring. It rakes 2 Improved Initiative,
though cast by a 14 th-level sorcerer. rounds for the split to occur, during which Multi attack
Additionally, anyone witnessing a lesser feyr rime the feyr can perform no other action and Climate/Terrain Urban
attack must also make a Will save (DC 20) or can not use its power of improved invisibility. Organization Solitary
be subject to the effects of a fear spell as After the split, roll hit points for the new crea¬ Challenge Rating 14
though cast by a i^th-level sorcerer. ture, deducting that total from the larger Treasure Standard
Improved Grab (Ex): To use this ability, creature. For game purposes, treat any feyr Alignment Always chaotic evil
the greater feyr must hit a Medium-size or with 4-6 Hit Dice as lesser feyrs and 7-10 Hit
Advancement Range 17-32 HD (Huge)
smaller opponent with two tentacle slams in Dice as greater feyrs.
the same round. If it gets a hold in this fash¬ Once spawned, the other Feyrs immediately The feyr maintains 3 telepathic link wilh the
ion, it deals normal damage and attempts to leave at their maximum movement to perform familiar with 0 range of 4 miles. If a distance
start a grapple as a free action without pro¬ their assigned mission. The parent maintains a greater than 4 miles separates the feyr from
voking an attack of opportunity. Once a vic¬ telepathic link with the smaller creatures, com¬ its familiar, the link is broken and the target
tim has been grappled, the feyr can initiate its manding rhem and seeing what they see. cannot be made a familiar by that feyr again.
smother attack. If the smaller feyrs survive the mission, they Nothing else short of a limited wish, wish, or
Improved fnvfstb&ty (Sp): A greater feyr return to their parent and are devoured, miracle spell can break this bond.
gains the benefits of improved invisibility at will. restoring the feyr to its original Hit Dice, The greater feyr can see and hear every¬
Smother (Ex): A greater feyr can smother Should the offspring perish, the feyr hunts to thing that the familiar does, and it can com¬
a grappled victim. The victim being smothered smother victims, it recovers 1 Hit Die for each mand and converse with the familiar at will.
can hold her breath for a number of rounds victim of greater than animal intelligence that it The feyr gains knowledge of all languages at
equal to double her Constitution, After this kills by smothering. Roll hit points for each the same level of fluency as the familiar. If
time, the victim must make a Constitution recovered Hit Die. commanded to rake actions contrary to her
check (DC 10) every round in order to con¬ Make Famfisr (Su): A greater feyr can make nature, the familiar can make a Will save with
tinue holding her breath. Each round the DC a creature its familiar by terrorizing if for 2d4 a DC equal to a new Intimidate check made
increases by 1, When the victim fails her days. The feyr must successfully use the by the feyr plus a bonus of +1 to +4, depend¬
Constitution check, she begins to suffocate. In despair power of its emotion ability on the vic¬ ing on the type of action required. Obviously
the first round she falls unconscious (0 hp). In tim three times each day and suffocate the vic¬ self-destructive orders are not carried out
the following round, she drops to -1 hit points tim to unconsciousness at least once each day. and break the feyris control A successful
and Is dying. In the third round, she dies. At the end of this time, it uses its Intimidate skill save indicates the largei has broken free of
Victims of greater than animal intelligence on the victim. The victim must then make a Will the feyr s control and cannot be made into a
killed by smothering grant the greater Feyr save with a DC equal to the greater feyrs familiar again.
temporary hit points equal to 4 x the victim s Intimidate check result. A successful save indi¬ A greater feyr can have only one familiar
HD. The temporary hit points last for a num¬ cates the target has broken free of the feyr s at a time. ®
ber of hours equal to the victim’s control and is immune to further attempts to be
Constitution. A greater feyr cannot move or made into that feyr’s Familiar. Failure indicates
attack while smothering. that the victim has become the feyr s familiar.
en Realms 2000
by Sean K Reynolds
MAGIC ITEMS
The Forgotten Realms campaign setting interval, increasing by 25 pounds per
is well-known for its magic, so here are interval to a maximum of 1,000
some of the more popular magic items pounds), ending when the creature
from Myth Drannor and other regions. leaves the mythal
Seeing how we converted these items » use of detect poison at will, plus an
should help you do the same for the awareness of the body to immediately
other items your characters wield until recognize attacks, infestations, diseases,
you can get your hands on the new or other affronts to the body when
campaign setting book. they might otherwise be concealed
(such as anaesthetic attacks by certain
Blueglow moss: Blueglow moss is a blood-draining creatures), ending when
magic plant growth, powered by the the creature leaves the mythal
mythal and imbued with many healing ■ +2 resistance bonus to saving
abilities. At night it glows with blue throws against petrification and
faerie firet and a creature that rests polymorph effects, ending when the
upon a bed of blueglow moss is cured creature leaves the mythal
of id4 points of damage for every con¬ • a regenerate spell (requires 12
ARJEMJLS ENTRER1
MATT WlEOIst tinuous hour spent there. If 6 or more hours of exposure, cumulative but with
continuous hours are spent upon the no more than 1 full day in-between
moss bed, the following effects occur: exposures).
* a remove disease spell Blueglow moss cannot survive
* the use of darkviston at will, ending outside of a mythal and cannot be
when the creature leaves the mythal created independent of spells that
* The ability to levitate self at will create a mythal.
(naked self only after first 6-hour
lo2 annual2ooo
Dovers Harp: This magic item's original
name has been lost, and its current
name derives From Dove Faleonhand,
who owns such a harp. This is a mas¬
ter work harp, triangular in shape, with
20-36 strings. When it is played, all
within 20 feet of the harp are tem¬
porarily cured of any insanity (as if a
greater restoration were in effect) and
are protected by a cairn emotions spell.
Those who listen to it for 2 rounds or
more receive the benefits of cure fight
wounds spell as if cast by a ist-Jeve!
cleric, although this power can only
affect a being once every ten day.
While its magic is being invoked, the
harp and harpist radiate light. Use of
the harp requires the Perform (harp)
skill and is a standard action.
Caster Level: 9th; Prerequisites: Craft
Wondrous Item, calm emotions, greater
restoration, healing circle, light; Market
Price; 45,000 gp; Cost to Create;
22,500 gp + i,8oo XP
lo4 annual2ooo
IMIJUMIimUH
potions). The ring cannot identify what Monks and paladins have the restric¬ Monk of llmater: cleric of llmater
sort of poison or magic is present. tion that if they ever take a level in Halflmg Monk: fighter or rogue
These rings are normally found only another class, they cannot return to Monks of The Yellow Rose; ranger
in the hands of the Purple Dragons of the path of the monk or paladin. On Paladin of Chauntea: cleric of
Cormyr (of fionar rank or higher), the Torrf, there are some monk and pal¬ Chauntea
royal family of that nation, or by indi¬ adin orders that break this restriction, Paladin of Helm; cleric of Helm,
viduals performing special missions on allowing them to gain levels in a par- fighter
behalf of the crown. The Purple ticular class without sacrificing the Paladin of llmater: cleric of llmater
Dragons use them ro protect the royal ability to return, A few examples of Paladin of Lathander: cleric of
family from assassination attempts by these groups, and their available Lathander
poison, and also to verify that mer~ mulriclassing options, are listed in the Paladin of Moradin: cleric of
chants claiming the sale of magic sidebar to the right: Moradm, Fighter
potions are not being fraudulent. Over Paladin of Torn: any one other class
four thousand of these rings are known Paladin of Tyn cleric of Tyr, fighter
to have been made, and there are said Paladin of Yondalla; monk
to be stores of them in all three of
Cormyr s major cities in case many are
needed in an emergency, Ir is likely that spell, and so on. As long as the bearer
there are rings with similar functions in can hear the sword’s song, she gains a Winged Mask: The edges of this full-
circulation, created for nobles or mer- +3 morale bonus to hit and damage. face mask are made to resemble feath¬
chants fearing poison or trickery. Furthermore, she gains a +5 morale ers or wings. The wearer can fly at
Caster Level: ist; Prerequisites: Forge bonus to saves against mind-affecting will, but glows with white light when¬
Ring, detect magic, detect poison, light; spells and effects (and the only sort of ever this ability is used. The mask can
Market Price: 2,125 gPi Cost to Create: emotion spell that can affect the only carry the wearer and 50 pounds
1062 gp + 85 XP. wtelder is rage). The sword's song of other material. If grappled or
quells shriekers, negates the song weighted down in mid-flight, the wearer
Ring of Dragons: These brass rings are effects of harpies within 100 feet, and is borne to the ground under the
created by the Cult of the Dragon and once per day can act as an enthrall effects of a feather fall speli._
are greatly prized by the higher tiers of spell to creatures with 2 or fewer Hit Caster Level: 5th; Prerequisites: Craft
its organization. There are about sev¬ Dice (and affecting them with a sugges¬ Wondrous Item, feather fail fly, light;
enty in existence: some look like snakes tion spell if they fail a second saving Market Price: 36,000 gp; Cost to
or dragons biting their own tails. The throw). Some of these weapons are Create: 18,000 gp + 1,440 XP.
wearer can use the following abilities: intelligent and aligned chaotic good.
* verbally or telepathically communi¬ Caster Level: 9th; Prerequisites: Craft Skull Mask: This mask is shaped like a
cate with any true dragon Magic Arms and Armor, bless, enthrall skull and painted black around the eyes.
* cast a figment of a dragon (as suggestion, creator must have 3 ranks When worn, the wearer's visage
silent image) once per day within 60 of Perform (the chaotic good intelligent transforms to look like an actual skull.
feet of himself: the dragon resembles singing swords must be created by a The wearer gains a +4 morale bonus to
any dragon the user has personally being of that alignment); Market Price: saving throws against disease, fear
seen (this power is typically used as a 9>5S5 gP: Cost t0 Create: 4,792 gp + effects, and paralysis, and is immune to
recognition symbol or a diversion) 383 XP. life draining attacks. The wearer imme¬
* transmit a call to a named dracolich diately recognizes any creature seen as
or evil dragon; the target knows the Spectral Blade; Fashioned from the alive, dead, undead, or inanimate (never
wearer's location and can home in on bone of a creature that died violently, alive, such as a lifelike statue). Undead
the call if they choose to respond, this appears to be just a sword hilt are drawn to the wearer of a skull
although there is no compulsion to do made of bone. When grasped by a mask, attacking that creature in prefer¬
so (the call remains active until the ring creature, a “blade” of light that seems ence to all others.
is removed, the wearer dismisses the to be constructed of faerie fire Caster Level: 5th; Prerequisites: Craft
call, or the wearer dies)__ appears. The blade has no attack bonus Wondrous Item, deathwatch, defect
Caster Le vet 15th: Prerequisites: Forge but an wiefder attacking with it requires undead, negative energy protection,
Ring, detect thoughts, sending, silent a successful touch attack; any target remove fear; Marker Price: 50,000 gp;
image, tongues; Market Price: 100,000 struck is affected by a chiii touch spell. Cost to Create: 25,000 gp + 2,000 XP.
gp; Cost to Create: 50,000 gp + Different varieties of spectral blades
4,000 XP. have been created to resemble many Staff of Night: This staff of black wood
different bladed weapons, from daggers is carved with runes of darkness, stars,
Singing Sword: These stiver to greatswords. and night, with one resembling an
greats words are believed to have been Caster Level: 5th; Prerequisites: Craft umber hulk. The staff has the following
created for use by the Harpers. When Magic Arms and Armor, chill touch; powers:
drawn, they sing loudly and constantly, Market Price: 10,000 gp; Cost to * immunity to the confusing gaze
although the singing can be countered Create: 5,000 gp 4- 250 XP. power of umber hulks (no charges)
normally by a skilled bard, a silence • dark vision
CONTINUED FROM PAGE 104 * low-light vision (duration as if
Sheda Peryroyl: Air* Plant casting the darkvision spell)
Shevarash: Chaos* War * dispel magic (only works against
Shiallia: Animal, Good, Plant light-creating spells such as light, con¬
Siamorphe: Knowledge* Law tinual flame, and so on)
Silvanus: Animal, Plant* Protection, * darkness
Water * summon monster VI (summons one
Solonor Thelandira: Chaos, Good, umber hulk* useable only once every
Plant* War tenday, 2 charges)
Sseth: Chaos, Evil* Knowledge If the summoned umber hulk is slain,
Sune: Chaos, Good, Protection the staff crumbles to dust.
TaJona: Chaos* Evil, Destruction Caster Level: nth; Prerequisites: Craft
Lathander: Good, Protection, laics: Chaos, Evil* Destruction, Fire Staff, darknessf darkvision, dispel
Strengthp Sun magic, summon monster VI; Market
Lliira: Chaos, Good Price: 50*000 gp; Cost to Create:
Lolth; Chaos, Evil 25,000 gp + 2,000 XP.
106 annual2ooo
Wondrous Item, darkvision, dimension SEMEMMDK
TODD LOCKWOOD
doot\ endure elements, feather fall,
lesser ironguard, protection from
arrows, sending; Market Price: 30,3/5
gp; Cost to Create; 15,187 gp +
1,215 xp.
SPELLS
As with magic items, the Forgotten
Realms campaign is known for its
unusual spells. The war wizard cloak
(above) refers to the lesser ironguard
spell, so this spell is included here to
allow you to fully utilize that item s
abilities.
Lesser ironguard
Abjuration
Level; Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Background
Ghleanna Stormlake Ghleanna Stormlake is the
female Half~eif, 12th’level Sorcerer product of a tryst between
Strength 11 (+0) Fort. Save +9 a human adventurer and
Dexterity 13 {+1} Ret. Save +8 a noble elf maiden*
Constitution 14 (+2) Will Save +15 Gbleanna's mother,
Intelligence 18 (+4) Alignment C£ Jesenalae, was a
Wisdom IB (+4) Speed 30 ft young girl when her
Charisma 17 (+3) Size M (5* G*) own parents died
and she went to live
Armor Class 11 Melee Attack +G/+1 with her brother.
Hit Points 58 Ranged Attack +7/+2 Adualacathus
Stormlake was a hard
Special; Proficient with all simple man with little compas¬
weapons. sion for his orphaned
Skills; Concentration +17, Diplomacy sister. When Jesenalae
+10, Hide +8, Knowledge (arcana) +18, reached adolescence, she
Knowledge (elven history) +it, Speflcraft ran away from the tyranny of
+19, Spot +6. her brother's house. She did not
Feats: Combat Casting, Empower Spell, get far before stumbling upon a
Maximize Spell, Quicken Spell, Spell human named Garth, who lay wounded
Penetration. from hunting a magically protected stag waif whose natural talents were wasting
Languages: Common, Elven, Dwarven, in the elven woods. Jesenalae helped away with disuse. At his invitation,
Halfling, Sylvan, Ancient Elven. Garth reach a cabin just outside the Ghleanna departed with her half-
Spells {6/7/7/7/675/3 from the fol¬ forest, where she lingered a few days brother and never looked back.
lowing list): o —daze, detect magic, dis¬ too long nursing his injuries. Garth Gbleanna's brother knew little of the
rupt undead, ghost sound, light, mend, seduced the kindness-starved girl, then arcane arts himself but arranged for
prestidigitation, read magic, resistance; returned to his human wife and child her to meet a wizard friend of his. The
1 st-burning hands, mage armor, magic with nary a thank-you-ma am. mage, recognizing an unusually intuitive
missile, protection From evil, sleep; Devasrated-and desperate when she element in Ghleanna s magical talent,
2nd-blindness, flaming sphere, in visibil¬ discovered she was pregnant— brought the girl to the attention of
ity, knockr web; 3rd— dispel magic, Jesenalae returned to her brother s Elminster. The famous wizard look her
haste, hold person, slow; 4th- confu¬ house. He grudgingly took her in, but on as an apprentice to both instruct
sion, fear, improved invisibility; 5th— she received no end of verbal abuse and study her.
feebiemind, hold monster; 6 th—globe of for her folly. Intending to leave as soon Under 0min$ter*s guidance, Ghleanna
invulnerability. as possible after her child was born, has learned how to channel her powers.
Possessions: The sorceress wears a she did not reveal that the baby's But fully mastering them is something
cloak of resistance (bonus included father was human, for she knew the she must figure out for herself, for her
above) and snakeskin boors that pro¬ fact would only enrage Adualacathus instinctive method of spellcasting—with¬
vide her with a +2 bonus to Fortitude further. When Jesenalae died in child¬ out spell books or scrolls—lies beyond
saves vs. poison. Her staff absorbs fire birth, Adualacathus wanted to quietly the direct experience of even the great
and fire-based spells that target her as smother her "half-breed spawn," but mage of Shadowdale.
a rod of absorption, Ghleanna can his normally timid wife intervened. He
release such spells from her staff on spared the child but warned his wife to Roleplaymg Notes
command within 24 hours of capturing never intercede on Ghleanna's behalf Because she grew up in a hostile house
them. Ghleanna also carries several again. She didn't. where she could never do anything
potions of cure serious wounds con¬ Ghleanna thus grew up unloved and right, Ghleanna often falls inlo her
cocted from blueglow moss, a plant ostracized in her uncle's house. Though much-practiced role of mediator—trying
native to Myth Drannor. she exhibited a gift for magic from an to placate both sides in disagreements
early age, Adualacathus forbade her to that arise within the party. Her child¬
Appearance develop It. Ghleanna was ordered to hood isolation has also made her an
A slender young woman, Ghleanna has tamp down the mystical power that introvert, though she isn't afraid to
long golden hair, gold-flecked blue eyes, pooled and welled within her, just as state an opinion when she believes she
and slightly pointed ears that reveal the she was forced to quell her spirit. Then has one worth sharing. She regards the
moon elf heritage on her mother’s side. came the wondrous day when fellow orphan Kestrel as a bit of a kin¬
Though she dons mage robes while in Ghleannas human half-brother arrived. dred spirit, Durwyn as a gentle (but
the laboratory or library, she normally Garth had made a deathbed confession puissant) giant, and Corran as a man
wears brown leggings, leather knee- about the seduction, and his more hon¬ whose goodness is surpassed only by
high boots, a loose-fitting shirt, and a orable son had gone in search of the her half-brother's.
dark green cloak when traveling. wronged Jesenalae afterward. Instead
he discovered Ghleanna, a neglected
mm?*
7 I IT
Durwyn
Human Male, llth-level Fighter
Strength 2D (+5) fort. Save +11
Dexterity 10 (+0) ReJ. Save +3
Constitution 18 (+4) Wilt Save +3
Intelligence 9 (-1) Alignment LG
Wisdom 11 (+0} Speed 20 ft.
Charisma 14 (+2) Size M (6‘ T)
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